Attempt To Animate 3D Buzz Elf

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Attempt To Animate 3D Buzz Elf // Work in Progress

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Post by zwilson // Sep 25, 2007, 11:58am

zwilson
Total Posts: 35
This is my first ever 3d character many of you will recognize him as the elf from the 3D Buzz gameSpace tutorial. I've always wanted to try my hand a character animation since I used a friends copy of Lightwave 5 back in 1998. I'm getting ready to delve into trueSpace's new bones system and instead of using one of the characters that comes with TS I decided to make my own because I need the practice.


I do have a couple of questions. Since this is a low poly character will I run into unexpected problems rigging it? And also I'm working on an original sketch for my next character but my drawing skills have languished over the years (having trouble with proportion and perspective) so I went to Barnes and Noble to look for anatomy books for artists. I found one book Anatomy for the Artist: The Dynamics of the Human Form by Tom Flint It looked pretty good and was only 8 dollars. Do any of you have this book and if so would you recomend it?

Post by tylerh // Sep 26, 2007, 2:23pm

tylerh
Total Posts: 47
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I don't know anything about the book you're referring to but as far as the tutorial. I think that the second part of those videos talks about rigging the elf. The didn't seem to have any problems while doing so. In fact, it seemed to be easier to do something like that then one with a high poly count.

The elf looks good by the way!

Post by Jack Edwards // Sep 26, 2007, 7:24pm

Jack Edwards
Total Posts: 4062
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Weight painting and joint placement will likely be key. Not a lot of experienced TS animators here yet, so if you get good enough at it, you can teach the rest of us. ;)


-Jack.

Post by nick // Sep 26, 2007, 10:47pm

nick
Total Posts: 49
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Since this is a low poly character will I run into unexpected problems rigging it? - Yes. The motion will be very limited because of low-poly model. The skeletton may be work fine, but the bend will be the problem (especially the pants part). I will increase the poly numbers in the areas that suggest folding - the flank area and the crotch.

Post by zwilson // Sep 27, 2007, 12:53pm

zwilson
Total Posts: 35
Thanks for the replies.


I don't know anything about the book you're referring to but as far as the tutorial. I think that the second part of those videos talks about rigging the elf. The didn't seem to have any problems while doing so. In fact, it seemed to be easier to do something like that then one with a high poly count.


The elf looks good by the way!



I have those videos somewhere on one of my computers and plan on watching them tonight. Thanks for the compliment on the elf. I think I need to tweak the chest somewhat it looks a little caved in to me.


Weight painting and joint placement will likely be key. Not a lot of experienced TS animators here yet, so if you get good enough at it, you can teach the rest of us.;)


I'll pay particular attention to those areas while I read chapter 8 in the TS manual tonight. As far as being able to teach or help others maybe in the far future for now you might be better off getting help from a drunk monkey at the zoo than from me :) .


Since this is a low poly character will I run into unexpected problems rigging it? - Yes. The motion will be very limited because of low-poly model. The skeletton may be work fine, but the bend will be the problem (especially the pants part). I will increase the poly numbers in the areas that suggest folding - the flank area and the crotch.



Thanks for the heads up. I didn't know that the motion would be that limited due to the low polycount. I take it that along with the areas you mentioned other areas such as the knees, elbows, etc should have more polygons as well since they bend.

Post by pixl8r // Sep 27, 2007, 1:03pm

pixl8r
Total Posts: 10
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The best anatomy book I think is "Gray's Anatomy". I've had a copy for 18 years now. http://www.bartleby.com/107/


One quick and easy way to add geometry is to apply one level of SDS to your mesh. It wont add too much, but it may still require some customization to get the creases you want.

Post by zwilson // Oct 2, 2007, 7:34pm

zwilson
Total Posts: 35
After a short break it's time to finish out this elf. I built the skeleton tonight (about 5 mins ago) and was suprised at how easy it was to make.

Tommorrow I will add the degrees of freedom to the various joints.


If anyone sees any potential problems with this skeleton please let me know.

Post by zwilson // Oct 8, 2008, 12:02pm

zwilson
Total Posts: 35
Bringing this thread back from the dead.:)


I decided I want to add a level or two of subdivision on this elf but of course that smooths everything and there are areas on the model were I want the edges straight (i.e. the spikey hair, ears, boots, etc).


I've tried beveling the edges I want to keep straight. I've also tried adding edges and edge loops close to existing edges to see if it would keep the edge

straight but so far not much luck.


In other programs there are tools that allow you to keep certain edges from being smoothed by sds. I think in Silo there was crease tool that did this. I may be way off since it's been awhile since I used the Silo demo and I only tried it for a few days.


Is there some tool I'm over looking in tS that can help me keep certain edges straight?

Post by Jack Edwards // Oct 8, 2008, 4:41pm

Jack Edwards
Total Posts: 4062
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The SDS edge weight tool will allow you to specify sharper edges.

Post by zwilson // Oct 9, 2008, 10:22am

zwilson
Total Posts: 35
Thanks Jack that did it. At first I couldn't get that tool to work just stayed greyed out then I realized you had add an SDS layer first (doh!). Tried it out on the boots works great.
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