Showing posts with label Ant. Show all posts
Showing posts with label Ant. Show all posts

4.8.08

Working on the walk cycle ( comments on Vimeo); there are a number of things that I did with this that are probably a waste of time although I guess I'm learning,

  • constrain the effector on the arm chain to a curve

I could have accomplished this just by normal animation, although
its very easy to cycle, and it mightlook better.

makes a bit of a mess in the scene

  • duplicate in symmetry the setup from the left side
This is just a pointless waste of features in this case.. in my opinion/ quick though

  • used a curve to generate the bone structure for the arm
This is also a waste of good features, although again it seems to work well

One thing that I found is that the constrain feature gets you into
trouble when trying to pose the skeleton with multiple
bones
  • rotated the upper body to accentuate the arm movement +

  • enveloped the "sleeves"/boot to the bone
this might have been accomplished better and I'm not sure how, maybe if I constrained the cluster "boot" to the root null

there are some problems with this envelope when it is tested under X-treme conditions: for instance the arm itself buckles with 40 degree bending, maybe I could use a bend modifier, don't know, have had difficulty with the bend modifier before













walk1 from Arthur Dent on Vimeo.

2.8.08

ant body


Working on the body for the ant character, has a really modern/new looking sleek style. Not just an ant anymore.

here are some assorted pictures,

...reminds me of the Dark Knight.

28.7.08

More..



Here is a new hand that I find more satisfactory. Rigged too.

Ant character


So I've started to model an old character I had from school. Not sure of what I'm going to name it, had Helio, but that doesn't do anymore. Here are some images of the shoe.























...and here are some images of a hand that I just made, I don't think I'm going to hang on to the hand but I made some progress with it.