Iron Man Suit

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  03 March 2010
Iron Man Suit

Hi,

Thought I'd share this thing I've made entirely from scratch, all by myself. I'm very proud of it

Here's the animation: http://www.youtube.com/watch?v=-eLqc_Fshd0

And here are two shots just as previews:





Please share comments & critique ! I'm rendering a silver version as well.

Info:
All Maya, rendered in MR
A little bit of FX (glow, mostly) in After Effects
Titles and transitions in iMovie

Render times: Roughly 2.5 mins / frame in a 2.53GHz Core 2 Duo at 620x352.

Thanks in advance,
Bernardo

p.s: just as a comparison. A long time ago I built another suit... but since then I improved a lot (as you can hopefully see). Here is the "old version": http://www.youtube.com/watch?v=VQwmqGcyaBg
 
  03 March 2010
Very cool man. It looks great My crits would be that I think it'd be cool if you put some nice mechanical, moving parts underneath all of the sections you have opening up. Right now, it's awesome, but for the most part they would all serve as flaps. In the movie, all of those shifting things had different purposes, so yeah I would maybe add some stuff underneath them that could shift around or something just so they seem like they have more purpose. The lights might be a bit too bright too. Overall though, it was really well done Nice work.
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  03 March 2010
Really nice! I agree with the poster before me in that if some more mechanical animated parts were added underneath the exterior mesh it would be movie quality! Also, nice job on the recreation of the environment that the movie used....5/5 overall!
 
  03 March 2010
Here's the silver version: http://www.youtube.com/watch?v=TjCaHVfDkF4





Thanks for the previous posters. I would like very much to keep on making internals, etc. I agree they add a lot to it.

I have one question for all. How would you go about rigging something like this? You know.... you have to skin it, but still have all the pieces be able to move. Creating joints for every moving part doesn't sound right, looks impractical :/

Blend shapes are problematic because the pieces do not actually deform, they just translate or rotate a bit, etc.

How would you do it? (I'm in Maya, but I guess the "general technique" can be applied to any package)
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  03 March 2010
Hmm.. Well I would parent the pieces to nearby joints so that it all follows correctly. I'd probably animate them with Driven Keys. Just create a control curve that has some attributes that drive the geo's animation. I've done a couple things similar to that before, so give that shot
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  03 March 2010
That's exactly what I've done to animate this guy (forgot to mention that).

The problem with that is "matching" the movement of skinned and just parented pieces... I found it incredible difficult, especially in some "extreme" poses.

You know...situations where you, for example, bend the spine and the chest pieces do something because they're parented to a higher bone, and the abdomen piece does not quite match there at the top, since it's skinned to 2 or 3 bones so that they deform nicely.

How did ILM do it? Is it just a skin weight problem?
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  03 March 2010
After some tests, parenting the parts to the bones and working on the skin weights appears to be the best way to do it. Using tons of bones is just unmanageable.

Anyway, I've uploaded some stills. You can check all of them out here

Comments on the model itself? (Nevermind the penetrations, those were caused by the skinning issues commented before).
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  03 March 2010
Very nice video - I really liked it
 
  03 March 2010
very cool!! nice job...
 
  03 March 2010
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