My Furb (Now with animation)

Ok welll things are progressing well.

UPDATE! Short Animation- No effects.

WMV http://media.putfile.com/First-Steps-Pre-Final

AVI http://media.putfile.com/First-Steps-Pre-Final-AVI

I would like some comments on what you think (Awsome, cut, crappy) it will actually help in this situation. But please, be detailed.

http://i8.photobucket.com/albums/a42/dunderdan/eyerigg.jpg

This is the simplest rigg you can get for eyerigging imo. If you want each eye to be able to point in an other direction than the other you’ll have to “track to” one bone and than that bone to the bone which is controlling the both eyes. Hope you understood.:wink:

Thx for the help, it sprung an idea in my head, here are the results:

http://img.photobucket.com/albums/v312/Haker/betterrig.jpg

Preview rig test

http://media.putfile.com/Furb24

That’s quite a good idea… (me thinks on it).
Although it looks fairly fiddly. What I’ve tended to do previously is ‘Track To’ an Empty. What are the pros/cons?

Are you refering to the new eye rig I put into my character?

If so there are no cons, U just select the armature in the middle and rotate it and the eyes follow.

Step 1. Make and armature on both eyes, make sure the joint of the armature is exactly centered.

Step2. Make the center armature, I personally have it stick out of the charcters forhead so it is easy to select and manipulate.

Step 3. Parent the left eye to the left eye armature, be sure to select bone instead of object whn the menu pops up. Repeat the process on the right eye aswell.

Step 4. Go into pose mode select the left eye’d armature and make a new contraint (under the objects menu (F7))

http://img.photobucket.com/albums/v312/Haker/tutset.jpg

Select copy rotation and have contrain it to the middle armature.

Repeat the same process for the other eye.

Step 5. Now make all three of the armatures follow the primary bone in the head. If you do not do this, then the eyes will leave they head when your character bends over; Or moves for that matter.

UPDATE, finished with the main part of the walkcycle!

http://media.putfile.com/Furb-Walkcycle

Are you refering to the new eye rig I put into my character?

If so there are no cons, U just select the armature in the middle and rotate it and the eyes follow.

Step 1. Make and armature on both eyes, make sure the joint of the armature is exactly centered.

Step2. Make the center armature, I personally have it stick out of the charcters forhead so it is easy to select and manipulate.

Step 3. Parent the left eye to the left eye armature, be sure to select bone instead of object whn the menu pops up. Repeat the process on the right eye aswell.

Step 4. Go into pose mode select the left eye’d armature and make a new contraint (under the objects menu (F7))

http://img.photobucket.com/albums/v312/Haker/tutset.jpg

Select copy rotation and have contrain it to the middle armature.

Repeat the same process for the other eye.

Step 5. Now make all three of the armatures follow the primary bone in the head. If you do not do this, then the eyes will leave they head when your character bends over; Or moves for that matter.[/quote]

Best results I’ve seen are from parenting the eyes (left and right) to the body/head, then having another bone that is not parented to anything be used as a “trackTo” constraint. This adds a bit of depth to the eyes when they look at something up close as opposed to far away. With the rig that you have set now I have found that you often get “doll eyes” effect of dead looking eyes that never seem to be focosed on anything in particular unless it is very far away. You will also never be able to do things like “cross-eyes” which might be useful for your character.

Well after much time and research my furb has a new and improved rig.

http://media.putfile.com/test227

Walk cycle test

http://media.putfile.com/Hopedy-hop-hop

I had a better idea than a foot

Explore Haker

UPDATE Short Animation

http://media.putfile.com/First-Steps-Pre-Final

I would like some comments on what you think (Awsome, cut, crappy) it will actually help in this situation. But please, be detailed.

Haker, it looks cool but maybe the scene is a bit empty try to ad a cube ore something like it (maybe a piece that’s a bit higher than the overal floor where it stumbles and face face down, just my idea of making it better), and try to ad sound, also i would ad the fur from the second last post and maybe shorten the hairs, and make it a little less around the eyes. Maybe show some of the crashes. Also you should give it a mouth so he can smile and look more funny, and absolutly drop the foot that makes it loose it’s looks.

just my 2 cents,

Niels

(hope i’m clear enough, my english isn’t that good i’m only 15 so take it easy on my english if it sucks)