First WIP post - Androids ... oh, and WOW!

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First WIP post - Androids ... oh, and WOW! // Work in Progress

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Post by blakeo // May 28, 2007, 2:53pm

blakeo
Total Posts: 214
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Can I first of all say WOW. I have been playing around with my very first attempt at building a skeleton in ts 7.5 and in only an evening (albeit along one as it's now 1.50 am :) ) I've got a basic bot character built, rigged and posed!! ... and I've never done that before in any software. :D


I am very impressed with how intuitive it is - I have yet to read the manual to get all the details on locks, weights, limits and whatnot. I just thought I'd post what I'd done so far...


Although the reference sketch is more feminine I'm trying to make it more androgynous than that. I'm building a scene requiring two bots so this is very far from what I have in mind for the final image but here's the evenings work ...


Cheers.

Blakeo

Post by Burnart // May 28, 2007, 3:03pm

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Nice one - might have to try this myself.

Post by blakeo // May 28, 2007, 3:26pm

blakeo
Total Posts: 214
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Thanks burnart. Before tongiht I had watched the skeleton demo vid HERE (http://64.34.176.58/ts75_videos/tS75_CE01_buildskel.wmv) on the 7.5 info pages and played around with the dynamic pose tool options and the Crazy Bob character, but not much else.


There's tons of stuff I've yet to experiment with - for the above character I've only used the build skeleton and the attach object to bone tools so far...

Post by 3dvisuals dude // May 28, 2007, 3:33pm

3dvisuals dude
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Can I first of all say WOW. I have been playing around with my very first attempt at building a skeleton in ts 7.5 and in only an evening (albeit along one as it's now 1.50 am :) ) I've got a basic bot character built, rigged and posed!! ... and I've never done that before in any software. :D
I am very impressed with how intuitive it is - I have yet to read the manual to get all the details on locks, weights, limits and whatnot. I just thought I'd post what I'd done so far...
Cheers.
Blakeo

Nice work Blakeo!

This is one of many reasons why people should jump at the opportunity to grab TS7.5 with no hesitation... being able to do what you just did here in one night with no prior experience at doing it speaks volumes about how amazing TS7.5 really is!!!

I have to try this myself now, you've definitely inspired me!

With the amazing new offer from Mr. Bones ( http://forums1.caligari.com/truespace/showpost.php?p=31212&postcount=1 ) you could have this Robot dancing in style almost instantly now ! :D

Can't wait to see what you do with this Robot next ! ;)

- 3dvisuals dude

Post by Forcemaster2000 // Jun 5, 2007, 5:13am

Forcemaster2000
Total Posts: 130
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Nice work so far! Hope you're still at it and will post some more screens of your progress.


I had two bots I built in TS 5.2 that I wanted to bone and pose in 7.5, but alas, I didn't make them with enough vertices, so they didn't work well :(


Eventually I'll be getting around to re-making them so that they will.

Post by JPSofCA // Jun 5, 2007, 6:25am

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Congratulations on your first bot, Blakeo.


It looks like all the limbs are bending nicely, too.


To do that all in one night - it gets me wanting to try out the new rigging system...one thing at a time for me, though.


Great work! :)

Post by blakeo // Jun 5, 2007, 9:31am

blakeo
Total Posts: 214
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Thanks guys! Always nice to get a bit of encouragement. :D Here's an update.


Although the first post was done from scratch in an evening I've been working hard on getting the hands built and finishing of the skeleton. This has taken a fair bit longer - but I'm learning as I go...


After I built one hand and made a skeleton, I couldn't figure out how to attach two skeletons together, so ended up putting the hands on the bot and rebuilding a single skeleton from scratch.


It was also a steep learning curve to get the joint limits how I wanted them but I think I've got it more or less. I want the bot to be front/rear symmetrical so, for example, the bot could walk one direction, stop, spin the head and hands, and start walking in the opposite direction, without the need to turn around.


Now to properly figure out locks and IK handles! :confused: After adding locks I seem to be struggling with unwanted bone stretching (like elastic!) resulting in one arm longer than the other!! The bot is built entirely of sphere and cone primitives, which are then attached to individual bones with the 'attach object to bone' tool, so I was surprised to find the objects themselves distorting. I might have expected that with the skinning tools :confused:


When I'm satisfied with my rig I'll think more about texturing. Something else to learn :)


Anyway here's a shot of the left hand, and a skeleton shot.


Blakeo.

Post by trueBlue // Jun 5, 2007, 9:50am

trueBlue
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When you add a handle select your lock. It will highlight green. This way when you use your handle the lock will activate automatically. In your handle panel make sure to tick Use Global Lock. Very Nice Bot. :)

Post by blakeo // Jun 5, 2007, 10:44am

blakeo
Total Posts: 214
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Thanks for the tip trueBlue, good to know.


I've tried your suggestion but it doesn't seem to solve the stretching. The stretching occurs with or without IK handles.


I hope it's just an elasticity setting somewhere that can be zeroed... but I can't seem to find it, and the manual is a bit unclear.


The attched images show what's happening. Look at the bot's left arm.


Cheers.

Post by trueBlue // Jun 5, 2007, 11:25am

trueBlue
Total Posts: 1761
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I always use Attach Skin to Skeleton tool. I do not see this Bone stretching. I assume you are using the Dynamic Pose tool when you see stretching?

Post by 3dfrog // Jun 6, 2007, 3:44am

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That is a cool bot. Nice work. I am very interested in rigging and animating so I have been playing with these features too. I dont know why you would be getting stretching. Are your vertices fully painted green? if you drag the character around do the vertices lag behind? I don't know what else would do it. I haven't gotten to ik handles yet so I don't know if that has anything to do with it. I just got the upgrade.

Post by mykyl1966 // Jun 6, 2007, 8:42am

mykyl1966
Total Posts: 221
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This is also what I am playing around with. Although unlike you I want a bit of stretching in my bones to exaggerate certain movements. :)


Cheers


Mike R

Post by blakeo // Jun 6, 2007, 1:17pm

blakeo
Total Posts: 214
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trueBlue: Yes, using the dynamic pose tool. Only seems to happen when the lock is engaged.


3dfrog : I am not using bone envelopes or weight painting (that I know of!) so I don't know if skinning it that way would help. I don't want to do it that way though as my bot has body parts not skin ;) and I've got a tool to attach objects to bones... :)


mykyl1966: I think that's why I assumed it was a setting that could be zeroed as some flexibility seems natural. But the more I experiment the more I think it's a bug.


After the stretching occurs, still in Dynapose mode, clicking a joint attached to a stretched bone and manipulating it with the widget resets the stretch. i.e. the joint/bone snaps back into place... so now looks more like a bug.


Possibly it relates to this bug (http://forums1.caligari.com/truespace/showthread.php?t=3285) I'm also experiencing with my bot... :(


Anyway - hopefuilly soon I can get on with texturing and building the scene these bots are going to live in...


Cheers guys.

Blakeo

Post by Forcemaster2000 // Jun 6, 2007, 2:32pm

Forcemaster2000
Total Posts: 130
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Blakeo - sounds like you need to use the weight-painting tool.
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