View Full Version : Alien#1 - Modeling/Rigging/Skining
03 March 2003, 12:41 AM
Ok, probably you have seen this but I re-place the images in this thread for esaier refrencing.
http://220.127.116.11/ila/temp/Kirt_Alienz/Maya_rendertest_04 copy.jpghttp://18.104.22.168/ila/temp/Kirt_Alienz/Maya_rendertest_05 copy.jpg
for Poster: (with Kirt)
03 March 2003, 12:51 AM
this is the ALIEN #1 MODEL, RIGGED & SKINNED, + FACIAL BLEND SHAPES, READY TO ANIMATE IN MAYA 4.5, the file is password protected so only the members of the team that want to EXAMINE, TEST, IMPROVE, ADD, ADJUST, MODIFY or ANIMATE the model should send me a request PM or e-mail ( to email@example.com ) to get the password.
If you encounter some errors & problems with the rigging please correct them if you can or at least let me know. (I didn't have enough time to do a test animation)
1. you should not pass this model to anybody outside the team.
2. you must provide your work & modifications to the director or the modeler or share here (but password protected)
3. by downloading this file you agree to be involved in this project until the end of it!
DOWNLOAD the ALIEN#1 Rigged Model (Maya 4.5) (http://22.214.171.124/ila/temp/Kirt_Alienz/Alien_01d_Skinned.zip)
03 March 2003, 06:40 PM
...some little errors occur here and there, but they will be surely fix.
I've noticed that if I select the fisrt joint of a finger and then make "select -hierarchy" in order to rotate all the figer joints...the last one rotate in the inverse order....can you fix it? thank....
Personally, i hate the character with big feet....so...I've to try to animate a walking cycle.
tonite maybe--- (I'm in italy...so tonite will be in few hours.)
03 March 2003, 06:46 PM
Another thing....can you put a locator (or similar) to rotate the elbows? if I remember, the controller should control the pole vector of the arm? ..is it right?
p.s. I probably keep your setup....first because I ve really no time to make another one...and second cause it seems to be really good...and I need to improve my capabilities..
bye and thanks
03 March 2003, 11:24 PM
yes, this rigging probably needs tweking here & there, & i fix that reversed rotation pivots
but, for the elbow twist, pick the hand Ik Handler (in wrist), in it's attribute channels there is one named TWIST, play with that.
& the big feet are Kirt's ORDER! :p
03 March 2003, 11:48 PM
" for the elbow twist, pick the hand Ik Handler (in wrist), in it's attribute channels there is one named TWIST, play with that."
yeah...i've noticed it....ok...I'll try..
"& the big feet are Kirt's ORDER! "
damn.....I dead under the walking cycle.....short legs and big feet.....tha maximun of the hardness....grrrrrrrrrrr....
I'll try tomorrow.....
p.s. what about kirt comments on my first animation test?
03 March 2003, 11:52 PM
Another question...probably we have to know the movements of the alien in order to evaluate your rigging...or not?
I mean, if he doesn't walk...but only run, for example, the fine tuning on the rigging can be more easy....
03 March 2003, 11:57 PM
well, I think he probably won't walk, or run... but if you want to make him moved to somewhere, jumping is a good idea, & would be funny too
jumping like rabbits, or kangaros! :)
& you may think about walking in CLOWN's way, or CHARLIE CHAPLIN method! :D I prefer jumping.
03 March 2003, 09:09 AM
yes..for sure....ok....I'll try..
03 March 2003, 10:41 PM
Mike Gajga (nottoshabi) came up with an entirely new rigging for the Alien#1, I've found it very easy & practical, you animators should check it out. the pass is the same for the previuos zipped file.
Alternate Aline #1 rigged model (1.5 mb Rared) (ftp://ftp.sbro.3x.ro/alienz/alien1/Alien_Ready_To_Test.rar)
01 January 2006, 04:00 PM
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