Showing posts with label bond. Show all posts
Showing posts with label bond. Show all posts

Tuesday, 5 April 2011

Adding the character to the truck

I linked the character to the truck so that it would move along with it and then started to animate the biped so that he would have some movement.

I linked the hands of the biped to the truck so that they would be planted there so that when moving the character his hands would stay in the same place as though he was hanging on.

Friday, 25 March 2011

Using rigged characters

I had some problems with the character that I had created an rigged for my scenes. When I imported them into the animation scenes they were too big and I could scale the character as they had already been rigged, the biped and mesh couldn't be scaled at the same time and scaling either of the parts would cause the mesh to deform incorrectly.

To get around this problem I scaled the scene so that it was the right size for the character. As I hadn't done any animation in these scenes it was ok. For the other scene as I had already started animating scaling the scene caused problems so I removed the biped and imported only the character mesh. I then scaled it to the right size and quickly created another biped. As I had already done this before I managed to do this more quickly.

If I were to do this again I would import the character into the scene and adjust their size before making the biped.

After sorting out the model I positions Bond so that he was laying on the top of the truck. I tried to make it look as though he was trying to hold onto the rails on the top of the truck. Next I will link him to the truck so that he will move along with it as it is animated. I will then animate him so he looks as though he is going to stand up but when he sees the bus he will hide back down due to the explosion.
Render from above the truck

Thursday, 24 March 2011

Bond

I finished the person model that I was creating and then added the hand model to the mesh. I had to join and reposition some of the vertices in the arm as there weren’t the same amount of vertices in the end of the hand and the arm. I could have done with adding some more edge loops to the arm but I didn’t want to have to adjust the rest of the model as this looked ok.
The model contained some lumps and bumps that could be removed with more time but it looks ok with a turbosmooth applied. The model could be improved by sorted out to topology so that the edges flow better. Some parts of the model don’t look perfectly correct and I had problems with the mouth. When the turbosmooth was added the mouth opened further than I had expected. By adding some more vertices and adjusting them I was able to fix the mouth.

To model the hair I cloned some of the polygons from the head to a new object and then added a shell modifier to create some height to the polygons. I don’t know if this is the right way to go about it but it worked ok. I didn’t want to create hair using hair and fur as this wouldn’t have gone with the character who looked more cartoony.

I collapsed the modifiers and then edited the vertices. I was going to apply a turbosmooth but decided not to as it looked too smooth with this applied.

I decided to model the clothes as separate objects as I thought that this would make it easier to change the clothes for the different scenes and to create the different characters.

I tried to use the garment maker but did not succeed so decided to use a similar way to how I modelled the hair.

I cloned the man model and then deleted the head, legs and hands so that I could make a shirt. I scaled the section that was left so that it was larger than the character and moved it into place before scaling specific sections and moving vertices to stop parts of the character showing through the clothes. Then I modelled detail onto this, like creating a collar. I used the same method to model the shoes, jacket and trousers.

After having modelled Bond I used the biped to rig the model. I changed the biped parameters so that the biped had fingers but no toes, as Bond is wearing shoes. I added a biped positioned it in place and scaled the sections to the correct size.

In the motion panel I used copy posture button to copy the position of bones on one side then with the bone on the other side selected I used the paste posture opposite button to position the bone in the same way on the other side. I could have used the symmetrical button to copy the adjustments made to the bones on to the one on the other side but I had already started moving the bones before finding out about this.

I then added a skin modifier to the mesh and added the bones for the biped to the skin modifier.