Miranda [to Ver.2] ... (Nudity)


#421

I think the breast looks just right. :thumbsup:

The wink looks good to :slight_smile:


#422

> GrogMcGee

Thnx!! :wink:


#423

Hi there! :slight_smile:

I’m fixing several errors for her muscle rig.
Today I’ve done the wrist tendon controls by shader network.
This is the same gimic for ALDM (Animated Layered Displacement Maps), which is to drive those appearances by joints’ movement.

C&C are welcome! :bowdown:

(EDIT: )
Image replaced.


#424

Oh Koji! That looks so real and natural.

I figured out why you reletively little c&c. Technically, you’re way ahead of most people on this site. It’s one thing to admire your work, but another to comment on the tech stuf. I, for one, got no clue about how to even set up a moddel for rigging. I tried and gave up yesterday (check my link at the bottom). So, you my friend, is a genius!

Regards
Giom


#425

Hey Giom, my mate.
Thnx for your comment.

You’re right in some points, and wrong in some points.
But my efforts to open up my knowlegde might have been not enough.
I’m willing to open up every know-hows which I have got, however it is better to open up the data itself of my daughter “Miranda” to public who is designer in this 3DCG industry. I think the day is in near future. I’ll try to complete this task, so please wait the day come. :bowdown:

For your figure chalenge, I’ve been checking it.
It might be better to start with sample rig in Visor, and you will be able to use Rigid Bind or Smooth Bind with FBIK feature.

Good luck!
May the force be with you. :thumbsup:


#426

Ok, some explanation for the gimic like my ALDM.

“Animated Layered Displacement Maps” is a simple function for textures animation like those wrinkles’ appearing and disappearing in hand with every finger joint’s movement. You can analyze your own hand with wrinkles up & down when you move each finger joints. That is, to say, simple fuinction for wrinkle by fingers.

To implement this function, I decided to use the shader network mainly since it seems unstable for me to use MAYA’s “Expression” feature in a few years before.

You can understand from the previous, explanating image that those finger joints(1st.) movements are mapped to the tendon joints movement throughout a “function” shader network.

From this “function” for instance, when she bends her index finger’s 1st joint, the tendons in wrist will appear. For this time, it is not apllied for textures animation but for wrist tendon joints.

This gimic was developed in a few years before for her Ver.1 for textures animation of corresponding joints’ movement. You can see the effects in animation from this old demo reel. I want to improve this feature more & more!

Movie: LeftHandDemoReel-XviD.avi

C&C are always welcome! :bowdown:


#427

Hello all! :slight_smile:

Today’s update.
I’ve tried to implement those muscle expressions on wrist. Here is a test movie to find current defects. I want to make the expressions by inner muscles, but it might be foolish. So I made this movie to examine the direction of task.

C&C are welcome! :bowdown:

Movie: Anim-Test-11-01.mov


#428

That muscle twitch during the wrist flexing (forward and back) is just weird, or at least it doesn’t happen to my arm


The thumb:
The first knuckle just doesn’t have that range of motion:


#429

> GrogMcGee

Thnx for your comment. :bowdown:

> weird

Yes, but firstly human wrist can rarely take such a extreme angle (+/- 90 degree). So I have to make decision whether I allow the wrist to be like that or not. But I can’t set joint limits for there by the reason of MAYA FBIK. On the contrary, the weird twitching only starts in the extreme position, so I may get it through away temporary.

> Thumb

OK, I see.


#430

Apparently I’m in competent 
 the second image was supposed to be this one:

which would make a lot more sense



#431

> GrogMcGee

OK. I’ll fix those angles for Thumb in the next render. :wink:


#432

I found it!! :smiley:

The undesired twiching is by setting error in keyframe by FBIK.
MAYA’s Fullbody IK sometimes behaves in a strange way, which I can’t understand why.
But later, I will show you more improved test movie. I want to do more precise, detailed muscle expression on wrist.

See you later. :wink:
C&C are always welcome! :bowdown:

(EDIT: )
I have to tell you a disapointed report.
The error in FBIK can’t be fixed. It might be to avoid a gimbal lock, but I can’t be sure. Then I have to give up to set extream pose for any joint. Hmmmm
 :shrug:


#433

Good Morning! :slight_smile:

I’d been tired in a peak, but now I’m back.
For this time, I have a new, refined test movie for left wrist.
However I want to brush up the “function” network more, so I have to reconsider deeply on it.
C&C are welcome! :bowdown:

Movie: Anim-Test-11-02.mov


#434

Hi! :slight_smile:

I’ve done a refactoring on her wrist’s gimic, say, NNF (Node Network Function). Now, the structure of NNF is very simplified and has more potencial in muscle-deform expressions.

Movie: Anim-Test-11-03.mov

I think this NNF feature is enough for her alpha release. It has full range of expressions on the contrary to before. So, I switch to fix the left of errors as final process for her rebirth.

C&C are welcome! :bowdown:


#435

Now, it’s α!! :thumbsup:

It was a long, long distance road, and now I release my daughter “Miranda Ver.2” as ALPHA. Thnx a lot for hidden assists from all of you.
C&C are very welcome!! :bowdown:


#436

And one more.


#437

Looking great Koji! So, all those poses needs no mesh retouching -you just make a pose and the mesh follows perfectly? And the muscles? Do they drive the mesh?

Well my friend, this is an exquisite job!

Are you gonna texture her, put some hair on like the first one? Put her in a scene?

Whats next for you? Version 3?

Regards
Giom


#438

Nice to see you almost finished her. Everything deforms nicely but I think you have quite a problem on the shoulders. I think that you’re missing something to understand how the articulation works. When the arm raises it rotates forward along the x axis (actually the axis that runs along the length of the joint). In other words when you raise the arm you cannot rotate it anymore on that axis. It’s quite difficult to explain with words. I’ll try to post some images to explain what I mean soon.


#439

> Giom

Thnx mate! :bowdown:
I’m going to do texture or hair for her as Ver.2.
But it depends on the progress of factors arounf me & her.

> VanDerGoes

Thnx! :bowdown:
But the shoulder joints are rotated along X axis to front about 45 degrees.
Is it not enough?


#440

Please help me someone! :bowdown:

I want to make a contact with dealer of CGProShop about my Miranda, but the mail to dealer@cgproshop.com cannot be reached.

Is there anyone who assist me?
Thanks in advance. :bowdown: