View Full Version : new model & animation
sanciok 04-14-2003, 07:30 PM i did this model for fun in my spare time. it's fully animable. Any c&c????
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Wilson-3d
04-14-2003, 07:53 PM
Hi. Strong model. I think it looks great! Only crit would be that the feet look just a little big. I would give it a try a scaling down boots. Great Job!:thumbsup:
sanciok
04-14-2003, 08:03 PM
yes, i know about the bootss, but i did it on purpose, just to give a more "manga" look to the model.:bounce: :bounce:
thanks fot your comment!!
flingster
04-14-2003, 08:08 PM
cool image...more manga then different shaped eyes.. Also accessories....eg pokimon looking pet...generally loads of fur or something wierd....and then a space bike...something like prayas did...you know the score bud.
i would prefer less manga..keep her as she is but smaller boots...imho though....
nice work...as usual....:buttrock:
hmm I think you would get better manga look if you altered the chest a little bit it seems not right.
its like where the clothes stop and the thiner stuff covers the breasts it gets a little weird looking. from my expenience with watching manga the chest area's clothing is a bit smoother.
any way nice model dude.
randyrives
04-15-2003, 03:58 AM
Very nice model. The only crit I have it looks like the hips are a little square, but that maybe the angle.
Of course it is much better than I can do, so take what I say with a grain of salt.
I like to see it animated.
medula
04-15-2003, 01:59 PM
I have to agree with randyrives. Everything else looks pretty solid for the look you're going after. :cool:
I would like to see more angles though! :D
sanciok
04-15-2003, 02:33 PM
thanks for the replys!
first of all let me say that for this model i used as reference a couple of images from the DNS2 comic book made by M.Katsura.
I'll post other angles and a wireview as soon as possible, maybe this evening!
Right now i'll post a GI render
hair sucks....
sanciok
04-15-2003, 07:02 PM
here are some different angles and a wire view.
sanciok
04-15-2003, 07:06 PM
another
sanciok
04-15-2003, 07:09 PM
wiers view.
Per-Anders
04-15-2003, 07:37 PM
looks really cool, would be nice to see her in motion. right now my only crit is, if you're going for the anime style then the upper body area feels like it has a different (mugh higher) level of detail to the lower body/legs.
flingster
04-15-2003, 08:25 PM
sanciok: how'd ya do that material very cool....also if you got some ani stuff...email me...i'll put it on the same webspace as before for ya if ya like....would like to see it.
:thumbsup:
sanciok
04-16-2003, 02:36 AM
a little update.
a better lighting.
I'm currently weighting the geometry for a better skinning
flingster
04-17-2003, 12:49 AM
to see this impressive anime character animated and ready to kick some ass.....take a look at the following link.
http://www.flingster.com/cgtalk/miaweb2.avi
very nice work bud...even better than i expected
:applause: :applause: :applause:
sanciok
04-17-2003, 02:00 PM
Thanks for your posting Flingster!!!!
Let me say one thing... Claude bonet tool ROCKS!!!!! it's fast it's accurate much better than the weights maps!
http://www.flingster.com/cgtalk/miaweb2.avi
so this is a little animation test i did yesterday. Thanks Flingster again for your hosting!!!
mimo8
04-17-2003, 03:38 PM
wow!
I really like the character
good combination of rough but female.
but the first animation scene rocks.
really good move
I WANT TO SEE MORE
lookin forward to see her sword fly ... :)
KINGOFPAIN
04-17-2003, 04:09 PM
fooking sweet dood!:thumbsup:
AdamT
04-17-2003, 04:28 PM
Nice model Sanciok, and a good start on the animation. I'd expect more recoil from landing such a height, though. What kind of rig are you using?
sanciok
04-17-2003, 09:23 PM
i'm using the mocca rig taken from the maxon site ;)
it's a very good rig it has a very good control. Maybe for some kind of stuff is not the bets, or if u look for different control.
thanks for your comments!
flingster
04-17-2003, 10:05 PM
sanciok's latest installment.
http://www.flingster.com/cgtalk/karin.avi
:thumbsup:
(hope youre gonna give her something to hack up with that sword....dunno what i'll leave that to yourself and some of the others suggestions.:p )
manlio
04-17-2003, 10:25 PM
Great work sanciok! Good charachter design. I'm waiting for future update.
:thumbsup:
JoshM
04-17-2003, 10:56 PM
Originally posted by sanciok
i'm using the mocca rig taken from the maxon site ;)
it's a very good rig it has a very good control. Maybe for some kind of stuff is not the bets, or if u look for different control.
thanks for your comments!
Great animation, I really liked it. I'm glad to see that the mocca rig can be used for that level of animation. It was really designed to be a basic rig (i.e excluding advanced movement of the forearm, shoulders, and head) and just demonstrate how MOCCA can be used to create a realistic characters rig. Maybe I should make an update to the rig with the advanced movement? If anyone would really like an update to the MOCCA Rig just let me know.
-Josh-
AdamT
04-17-2003, 11:38 PM
Originally posted by JoshM
Great animation, I really liked it. I'm glad to see that the mocca rig can be used for that level of animation. It was really designed to be a basic rig (i.e excluding advanced movement of the forearm, shoulders, and head) and just demonstrate how MOCCA can be used to create a realistic characters rig. Maybe I should make an update to the rig with the advanced movement? If anyone would really like an update to the MOCCA Rig just let me know.
-Josh-
Absolutely I'd be interested in checking out the advanced rig.
randyrives
04-17-2003, 11:51 PM
Very nice! The last version has some very strong reflections/highlights on her right arm that to me was distracting.
Where did you get his rig? I have not done much animation but I would love to try this rig out.
JoshM
04-18-2003, 01:39 AM
Originally posted by AdamT
Absolutely I'd be interested in checking out the advanced rig.
Alright, i'll start working on this but its going to take a little while because I got a lot going on right now. That was my first complete rig I created, but I have learned quite a bit since then so let's see what I can come up with. I'm not much of an animator so if you have any specific requests about what should be in this next rig, let me know.
-Josh-
AdamT
04-18-2003, 01:44 AM
Originally posted by JoshM
I'm not much of an animator so if you have any specific requests about what should be in this next rig, let me know.
-Josh-
I'm not either. That's why I want to check it out! ;)
randy look in the plugin cafe for the rig.
sanciok
04-18-2003, 08:13 PM
thanks for all your comments!
JoshM: thanks! Your rig has a very good control! In my opinion the less u have to animate better is the result for the animation. I mean: if u have a thousands of controls (nulls) it's hard to get a good control. I personally added one control, for the Hip. It's a null linked to the root hip bone which control only its position. this null is also linked to both of the up vectors controls, so that if u move the root on the x axis the ups will follow its movements. It's a good control because in this way u don't have to animate the up vectors. I added this controls when donig a run cycle. The problem was that when moving the root forward and the legs forward, i needed to move the ups forward too and put there a keyframe. So i solved this problem linking the x position of the hip control to the x position of both the Ups!
The only thing to improve in your rig is the control of the rotation of the head. As it is now the head bone rotates along it's axis so u get a strange movement. I'd move the control on the neck and not on the head bone so u get a more natural move.
Anyway i can't wait to test the advanced rig!!!
JoshM
04-18-2003, 09:13 PM
Originally posted by sanciok
thanks for all your comments!
JoshM: thanks! Your rig has a very good control! In my opinion the less u have to animate better is the result for the animation. I mean: if u have a thousands of controls (nulls) it's hard to get a good control. I personally added one control, for the Hip. It's a null linked to the root hip bone which control only its position. this null is also linked to both of the up vectors controls, so that if u move the root on the x axis the ups will follow its movements. It's a good control because in this way u don't have to animate the up vectors. I added this controls when donig a run cycle. The problem was that when moving the root forward and the legs forward, i needed to move the ups forward too and put there a keyframe. So i solved this problem linking the x position of the hip control to the x position of both the Ups!
The only thing to improve in your rig is the control of the rotation of the head. As it is now the head bone rotates along it's axis so u get a strange movement. I'd move the control on the neck and not on the head bone so u get a more natural move.
Anyway i can't wait to test the advanced rig!!!
Yeah, the head area was definately one area that I was going to improve and I already know how I am going to do it. The plan right now is to add a second bone in the forearm for rotation of the wrist/forearm, a bone in the bicep bone to provide muscle flexing, more control over the shoulder area, better rotation for the head, and some more control over the hips. I'm going to try and add this without adding too many more null objects.
-Josh-
AdamT
04-19-2003, 04:33 PM
I don't know if this is "right", according to rigging gospel and all that, but I find it works pretty well to put a leg bone's up vector under the next highest bone in the chain, e.g., the shin up vector is parented to the thigh bone, the thigh up vector is parented to the pelvis, etc. I'd be curious to hear anyone's thoughts on that.
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