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Author Topic: Skertch #1 -- [ Model A Mannequin ]  (Read 71311 times)

Raxx

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Skertch #1 -- [ Model A Mannequin ]
« on: June 05, 2015, 05:17:19 pm »

[ Model A Mannequin ]


By itself, a powerless puppet

Welcome to the first Skertch. A Skertch is a mini challenge. A mini challenge involves tasks that are fairly simple, easy to do for individuals. However, these Skertches can lead to more than just a simple trivial practice in CG. Keep that in mind!

Skertch #1 -- [ Model A Mannequin ]
Model a 3D Mannequin. A Mannequin, in animation, is a body whose parts are separated at their joints and animated without mesh deformations. That is to say, they aren't skinned (in Anim8or terms), and instead the individual parts are assigned to the individual bones in the underlying rig. The purpose is to focus on form and gesture through actions in animation, enabling the user to strengthen their foundations and conceptualize ideas.

Requirements
  • Must be modeled in Anim8or
  • Each joint must be a separate mesh Shape. You may include balls at the start/end of a joint for aesthetic purposes
  • Do not add facial features or anything other than generic shapes that approximate the shape of that joint.
  • No textures necessary
  • It does not have to be a human
  • Leave it standing in a standard relaxed natural symmetrical pose
  • Do not rig or animate the mannequin. Leave it all in a single Object

Anim8or Terminology
  • Object: An Object is an element that contains visual 3D geometric sub-elements called Shapes. The Object Editor allows the user to create an Object and then create the shapes within that object. The Object may be further used in Figures (and thus, Sequences), or directly within the Scene Editor.
  • Shapes: These are the sub-elements in an Object. They can be a standard 3D mesh, a subdivision mesh, a parametric shape (such as cubes, spheres, cylinders, or custom Shapes from scripts), or splines. They can be individually selected in the Object Editor and edited or manipulated. They can not be directly accessed outside of the Object Editor.

Post a simple render and attach the .an8 file and any associated files in the same post!
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ENSONIQ5

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #1 on: June 06, 2015, 02:43:51 am »

"It does not have to be a human".  Hmm, endless possibilities....
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davdud101

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #2 on: June 08, 2015, 05:39:11 pm »

Alright, I'll do it, just because I've been off so long that I need to make sure I remain brushed-up with the tools.

Can the meshes be sudivides, or only meshes? And do we upload photos or an Anim8or file?
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Raxx

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #3 on: June 08, 2015, 05:53:06 pm »

They can be subdivision meshes or regular meshes. Upload a render and the an8 file.

I intend to do something as well, of course.
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captaindrewi

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #4 on: June 09, 2015, 05:59:17 am »

i am also skertching.
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davdud101

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #5 on: June 09, 2015, 02:48:14 pm »

I really hope some of the new users catch on here... This seems like a fun challenge!
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DragonSlayer

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #6 on: June 09, 2015, 05:07:46 pm »

I decided to do a spider. I might try to rig it later, but since it's not part of the skertch. It's not in a "standing" pose, so I guess it's in a sorta dead pose.

Took about an hour or two of messing around, with a lot of copy pasta (in a probably inefficient process).

Thanks for the challenge Raxx, it was a fun and quick thing to do.
« Last Edit: June 09, 2015, 05:08:40 pm by DragonSlayer »
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Raxx

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #7 on: June 09, 2015, 06:07:39 pm »

DragonSlayer, thanks for the first entry! Looks like the spider will be able to animate well :)

The next one or two skertches will involve using these mannequins, hence why rigging it now is forbidden ;)
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davdud101

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #8 on: June 09, 2015, 08:18:48 pm »

Great method for a sort of "learn as you go" tool, Raxx! Mine is now attached
« Last Edit: June 09, 2015, 08:46:58 pm by davdud101 »
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Raxx

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #9 on: June 10, 2015, 12:34:51 am »

Looks good davdud101! But holy toledo, those arms are super dense with polygons! I bet you can get the same shapes with subdivision meshes instead. Might trim 5 mb off that 5.4 mb file size :o

Also, feet and shaped hands (they can just be wedges like seen in the first post) make a huge difference to human animations and expression through motion. If you're not adverse to adding 'em, I'm sure Manny'll thank you for it ;)
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kreator

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #10 on: June 10, 2015, 05:45:43 pm »

My 20 minutes worth.




Had to set it in a Pose, couldn`t just leave it flat!

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davdud101

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #11 on: June 10, 2015, 10:57:54 pm »

Looks good davdud101! But holy toledo, those arms are super dense with polygons! I bet you can get the same shapes with subdivision meshes instead. Might trim 5 mb off that 5.4 mb file size :o

Also, feet and shaped hands (they can just be wedges like seen in the first post) make a huge difference to human animations and expression through motion. If you're not adverse to adding 'em, I'm sure Manny'll thank you for it ;)

Whoops- I must've NOT reduced the divisions before converting them to meshes to be mirrored.

Below is my re-done version of Manny. I added hands and feet, and tried to give him a bit more of a 'boyish' stance. Actually shaved 5mb off  :D
« Last Edit: June 10, 2015, 11:21:53 pm by davdud101 »
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captaindrewi

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #12 on: June 11, 2015, 08:53:50 am »

Took me ages.all a bit basic/clumsy even so.
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Raxx

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #13 on: June 11, 2015, 01:07:29 pm »

davdud101, much better! Mirroring subdivision meshes always seemed like something that would be easy for Steve to implement. Someday....

captaindrewi, practice makes perfect :) If I may offer a critique: the legs seem to have an extra joint at the hips, making it more like a robot or toy. If that's intentional, no problemo. However if it's meant to be human then it may be better to remove that extra curved segment and just attach the thigh to the hip, otherwise it'll be hard to realistically portray human motion! I guess while I'm at it I should mention the lack of pinkies, but then it doesn't really matter if it doesn't matter ;)
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captaindrewi

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Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #14 on: June 11, 2015, 01:34:04 pm »

yeah all deliberate...went for the classic disney toon solution with the fingers.
yeah it does look very robotty but i'm ok with it but might change. :)
« Last Edit: June 11, 2015, 01:34:32 pm by captaindrewi »
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