Sauerguy Rig Setup |
by Geartrooper
on 12/01/2006 00:03, 20 messages, last message: 01/07/2007 00:29, 1558 views, last view: 04/08/2024 19:23 |
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Textures for SG are moving along nicely. So next up is rigging the model for animation. Here is the basic setup;
http://johnny3d.promail.ca/sauerguy/Rigging/sgrig.jpg
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#1: Sauerguy |
by Man O War
on 12/01/2006 00:14
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I don't really understand the tech stuff, I'd just like to say we all appreciate your hard work. He looks super.
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#2: .. |
by Passa
on 12/01/2006 06:40
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I can't wait, hope this replaces the ogro.
Alot of joints there (I'm not a modeller but I can sorta work out what it all means..) so animation should be sweet.
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#3: .. |
by Max of S2D [Fr]
on 12/01/2006 09:35
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Nice work !
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#4: dude |
by Pxtl
on 12/01/2006 20:02
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You're bone-ing his EYES? I'm imagining some hilariously cartoony animations you could do with that... but not much serious stuff.
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#5: .. |
by voldemar
on 12/01/2006 21:17
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Nice work! :) Hope he will be animated good too ;)
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#6: Weights |
by Geartrooper
on 12/02/2006 01:12
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Here is a screenshot of the method I am using to assign vertex to bones. It is called weight painting. It provides for much smoother movement as opposed to my old method, creating vertex groups. The blue part has a weight of 0, the red a weight of 1. There are steps inbetween 0 and 1 to really smooth it for animation which I will work on next.
http://johnny3d.promail.ca/sauerguy/Rigging/sgweights.jpg
Here is a short clip of the end result;
http://johnny3d.promail.ca/sauerguy/Rigging/test.avi
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#7: Axis Limits |
by Geartrooper
on 12/02/2006 18:23
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I did all the axis limits for each bone so they rotate like real bones.
http://johnny3d.promail.ca/sauerguy/Rigging/sgaxislim.jpg
I also added a spine solver that twists the torso as well as added support for moving the body while keeping the feet firmly planted.
http://johnny3d.promail.ca/sauerguy/Rigging/rig2a.mp4
Next up is to make the ankles archable while keeping the toes on the ground.
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#8: Re: Axis Limits |
by RealNitro
on 12/02/2006 22:34, refers to #7
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Omg. Great work!
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#9: .. |
by Drakzz
on 12/02/2006 23:29
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What a great piece of work!
Looks really good and seems to better than ogro.
But, I just do not like it for some reason!:(
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#10: Re: Axis Limits |
by Passa
on 12/03/2006 01:22, refers to #7
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Thats bloody brilliant animation! Surely the successor to the ogro ;)
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#11: .. |
by Geartrooper
on 12/03/2006 03:51
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Thanks for the comments, guys. I would like to hear critiques the most. If you were having a model built for you what would you like it to be? I must admit I am not too fond of the textures myself but I don't pretend to be a texture artist. If you have ideas for improvement I'd love to hear them.
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#12: Re: .. |
by shadow,516
on 12/03/2006 21:08, refers to #11
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I think painting spec on the texture is an overall BAD idea...
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#13: Spec |
by Geartrooper
on 12/03/2006 21:18
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I see what you are saying.
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#14: SG |
by Geartrooper
on 12/04/2006 06:39
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Here is a short avi showcasing the arching feet as well as a shoulder solver;
http://johnny3d.promail.ca/sauerguy/Rigging/rig3.avi
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#15: Rig |
by Geartrooper
on 12/07/2006 00:15
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Run test to check for proper deformation. I am using the old mask for the test.;
http://johnny3d.promail.ca/sauerguy/Rigging/runtest.gif
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#16: Sauerguy |
by Geartrooper
on 12/19/2006 14:41
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I added single bones to manipulate the three bones of each finger. Now making fists or curling a single finger is done by rotating a single bone;
http://johnny3d.promail.ca/sauerguy/Rigging/fingers.avi
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#17: Re: Rig |
by sinsky
on 12/19/2006 14:58, refers to #15
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The large pace seems excellent to me, knowing how fast the gameplay is. This player model has one big advantage over the orgro - it's made with Sauer in mind.
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#18: sweet |
by -Baxter-
on 12/20/2006 21:15
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I downloaded this real time engine and it had a model of ogro with more armour on
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#19: Re: |
by Geartrooper
on 12/21/2006 04:20
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Cool. Show the heads on irc.
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#20: .. |
by Snowy18
on 01/07/2007 00:29
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well why looks the ogro back.. nice sauer guy geartooper.. dont make that crazy move from a ogro on urs.. XD
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