View Full Version : Rigging of the incredible Hulk
bigguns 06-22-2009, 10:10 AM Hi!
Here is a rig I'm working on. Pretty simple, base rig is a biped in 3dsmax I added some strech bone to get better deformation and add skin morph also. Not finished yet, but it's coming.
I did many poses to see how he react with those. Let me know what you think about that.
More to come soon.
So here is the rig :
http://img194.imageshack.us/img194/3240/montagerigall.jpg (http://img194.imageshack.us/i/montagerigall.jpg/)
and here are some renders shots:
http://img194.imageshack.us/img194/1762/montagetestskinsmall4.jpg (http://img194.imageshack.us/i/montagetestskinsmall4.jpg/)
http://img40.imageshack.us/img40/7093/montagetestskinrender.jpg (http://img40.imageshack.us/i/montagetestskinrender.jpg/)
and viewport screen capture:
http://img40.imageshack.us/img40/5848/montagetestskinsmall2.jpg (http://img40.imageshack.us/i/montagetestskinsmall2.jpg/)
I will post a video once I wll have finished the upperbody.
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acamporota
06-22-2009, 11:11 AM
seems a really solid work my friend
i hope to see soon the video
Excellent work, look like it is working well in the upper body. Love to see it moving as well.
SeanC
06-22-2009, 04:10 PM
OOOooo looks great! can't wait to see him in motion! nice shader also.
theflash
06-22-2009, 10:48 PM
Very nice deformations. I think you have paid a great attention to details. I just keep observing them more and more.
Looking forward to see them in motion.
Boucha
06-23-2009, 01:32 AM
Cool...:scream:...Wanna see him in action (Make him more angry)...
ErikE
06-23-2009, 07:48 AM
awesome deformations, I look forward to seeing him in motion :D
bigguns
06-23-2009, 11:27 AM
Hey thank's all! :)
So here are 2 vids' one from, the front and one form the back, I need to adjust my last skin morph, he jag a bit, so not finished, I'm a bit bore of the skin morph, really nice feature but must be more flexible.. And I did use CS for the base rig.. if I do a custom one in bone, gonna be better, the twisting bone of the arm(not the forearm,they are ok) are pure shit, I hope they will fix it.. one day....
So here are the vids, it's just for testing the rig, not an animation.
http://www.filedropper.com/scenefrontshotxvid
http://www.filedropper.com/scenebackshotxvids
Let me know what you think about it.
scrimski
06-23-2009, 11:47 AM
Looking good. No wait ... pretty darn good.
AsaMovshovitz
06-23-2009, 12:08 PM
Looks great :)
luigi
06-23-2009, 02:07 PM
pretty good job not any croorection morpher with skinmorph or morphx2 ???
really nice deformation and conversation of volume, does this rig got dinamic and the muscles spring-based or deformation of the msucles sliding.
kudos job :).
any topology mesh wire will be great , looks the mesh is relly well built for deformations.
I find Skin Morph works quite well but it is just a bit of a pain to use. Morphx2 I have also used but found it a bit of a pain as well but it does work well.
luigi
06-23-2009, 02:29 PM
much prefer morphx2 you can make it behave as you want , and manage it with nice expresion , not to keen of the angle aproach that fades one time you reach the desire angle.
metamesh
06-23-2009, 02:42 PM
they are both ways a pain in the ass actually :)
btw does morphx2 work on the angle of the joints if you set an IK chain too? ( and by work i mean in a straight forward way )
Bigguns nice setup, could be cool to see it with some muscle dinamics and skin slidding! :)
Boucha
06-23-2009, 02:53 PM
Watched the video...Very cool muscle deformation indeed...:D...
theflash
06-23-2009, 05:34 PM
As expected, in motion it looks awesome too. I believe your model has great edge loop structure.
Would it be possible for you to post a T-pose wireframe and a wireframe of any pose?
Thanks.
Buexe
06-23-2009, 05:50 PM
wow, great rig with awesome deformation. Could someone from the Max-folks be so kind and tell a non-Max dude what a stretch bone is/does? Sounds useful and I haven`t heard that before. Thanks!
Very nice job :).
Please work more on the skin morphs, becoz sometimes in the videos it sims muscles deformation values are more big than it's real. And for sliding and jigiling i recommened you the Skin FX.
Good luck.
Poroksy
06-24-2009, 12:41 AM
The muscle deformation is not perfect. But your bone-based rig should be really fast, it's definitely a good solution. Nice shader and model too.
EricDLegare
06-24-2009, 01:01 AM
Man, toujours plus de muscles :)
Nice job !
Boucha
06-24-2009, 01:42 AM
wow, great rig with awesome deformation. Could someone from the Max-folks be so kind and tell a non-Max dude what a stretch bone is/does? Sounds useful and I haven`t heard that before. Thanks!
Stretchy bone/joint as we know is a joint chain that can be stretched. I create this in maya with the power of constraints. The logic is to point constraint the child and the parent joint to individual null objects or locator and have the parent joint aim at the child joint.
About the muscle deformation, This is very cool deformation just based on morph targets and bones moving. I would love to see this hulk's skin slide and yes with a bit of jiggle.
Chinwagon
06-24-2009, 02:58 AM
To Buexe:
Max's bones have an extra feature to maya's joints in that they have an option to automatically squash and stretch their width dependent on the position of the bone's child. It's basically the equivalent of getting the current distance between joint and child, dividing it by the original distance, calculating that by the power of negative one (-1) and connecting that result to the joint's width scale attributes.
:¬)
DanLane
06-24-2009, 08:17 PM
Very very impressive. He must work out alot!
Buexe
06-24-2009, 08:33 PM
@ Boucha and Chinwagon:
Thanks for clarifying! I knew it must be useful ; )
Geuse
06-25-2009, 12:51 AM
Awesome!
Just replied to your thread over at zbrushcentral before I saw the animation videos in this thread.
I'm very interested in knowing what your workflow is like and how you handle displacement combined with animated character to prevent intersecting geometry or rather surprises in volume at rendering. Do you do any retopo and if so in what app and how do you transfer the detail over to the new mesh and which level of subd do you actually bind to the skeleton. Last, do you export out a higher level mesh to use as stand in geometry which is split up and parent constrained to your joints. Sorry, I'm just eager and want to learn from the best.
Marvelous job!!
bigguns
06-29-2009, 08:49 AM
Hi all! Sorry for the late reply, the hard drive of my pc has some prlbem, will be fixed soon.
luigi: yes I have correction with skin morph. it does'nt have spring-based and skin sliding for now, don't know if I will had this, I don't want to put too much time in it, I have others things to do but I may had some flex on it, well placed, can add realism and it's fast to do.
Pen: I never tried morphx2, did you find it better than the skin morph in max? must be coool if the skin morph in max can blend together instead of adding each to others.
metamesh: Thank's :) Yeah, must be cool, but it will be longer if I do that, don't have too much time to spend on it.
theflash: I wan't post wireframe of each post ,gonna be too long.. I will post a wire next post and yes he has great structure, it's very important.
wamo: I don't want to use plugins for this project because it will be onsale at: www.ir-models.com under my section, so people who don't have this plugins will have trouble, so I stick with the basic in max. IT's mean to be a fast and simple way to rig a model that do great deformation, it's sure I can go further if I want when I will have time, but for now it will stay like this.
Geuse: Yes I have some problem with the displacement, in the way taht my mesh at some area has really big change in term of volume, like in the neck, it's where I had the problem you said, I can avoid this by doing the base mesh the closer as possible to the displace version, I did not for him, bacause I don't want to redo all the skin morp lol but I will do a tut to explain with a fast way how to overcome this and it will be on sale at www.ir-models.com . In that tut, I will explain a great and simple workflow with skinning and some technic issue as you ask me about :) And now, if I want , I can add some displacement map target to get more realism in muscles contraction, I will add one in the chest and front delt, maybe next post :)
EricDLegare: Hey salut mec thx! A ce que je vois, t'as changer de place :P je t'envoie un pm.
I did modify a bit the skin morph.
so for now, I did a test with a mocap file on my hulk before my hard drive got problem.
http://www.filedropper.com/runcycle
and some renders, I have other vid that show my hulk smashing and moving the legs, but they weight too much to post them, I have a hard time finding codec that work well with max 64 on win xp 64... do someone know something about that?
http://www.filedropper.com/montagetestskinrender2
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