Artwork > Finished Works and Works in Progress
My latest works
davdud101:
thar be my "problem", johnar- He's made to no particular proportions but what my eye could tell me. I am going for a lanky young adult character, so definitely straying away from more rat-like proportions, but in addition his tail was made in about 5 minutes so that it'd be there when I made the pants. Guess I should rework that as well.
[EDIT] I adjusted some of Rutherford's proportions. I think he looks a bit more even now; shortened torso, longer arms. Happy Easter!
davdud101:
So guys, I decided maybe I will give a shot at animating him.
I'm getting ready to add some detail, design some feet, and then try to rig him... I'm looking for some tips.
How would some of you do the hands? Morph targets or bone (maybe making each set of knuckles per finger just attached to one bone, instead of fully articulated hands...)?
Also, how should I do the feet? I'm thinking just shoes, but I'd like something that aesthetically is agreed upon by some 'outside eyes'.
thecolclough:
i'd say rig the hands properly (i.e. individual fingers); it'll be more work now, but it'll make the figure more flexible and therefore more expressive in the long run. i've spent far too long working with Lego figures, so i know all about non-flexible hand models!
davdud101:
Makes sense. I don't think I want to go 'all out' with this character even with how happy I am with how things are going. I put together a basic (incomplete) rig and honestly I totally hate the animation aspect, especially character animation, of 3d... it's so tedious and difficult and error-prone. The image below shows some of his articulation.
johnar:
There's definately 'knacks' involved with animating in Anim8or.
Sometimes it seems impossible to get a bone to move just the required amount by dragging with mouse. Having axiss' showing, Changing view angle and zooming in closer can all help, but sometimes you've just got to double click and add the value manually. Graph editor can be handy for tweaking movement.
Definately rig hands completely. (fingers individually)...imho
Making 'poses' in sequence mode can really make things easier as you get a collection together.
The pic below literally took less than 2 minutes to animate with just a few left and right hand poses/sequences added 4 frames apart in scene mode. (LHopen, LHshut, LHpeace, LHpinkydown, RHopen etc...)
Animating in sequence mode is easier than scene mode, and if you collect all sequences and poses for each character, you can end up with quite a decent library that can save a lot of time and frustration in the future.
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