Hi, I’m new to this forum. The last time I used blender wasback around 2.0 or maybe 2.1. The lack of an undo function was a big part of why Stopped using it. 3D World magazins open source issue made me decide to try it out again and I’m impressed with the improvements that have been made.
So now I’m working on this fairly generic human model
Let me know what you think.
I dont think I have ever gotten as far as rigging a character in Blender. In looking around the community, I have seen many tutorials on the subject, but I dont really want to take the time to look at them all to decide which to use. Selfish of me, I know. But I was wondering if someone in the know could point me in the direction of one or two particularily good tutorials.
Well, I selected the “muzzle” polygons, extruded and scaled down, and moved points into the shape of the mouth. then I extruded the mouth cavity. after that it was a few loop cuts and a bunch of point tweeks.
Here’s the wire:
The Bsod Intro to Character animation tutuorial (link in my signature) wiill get you started with the basics of rigging / weight painting, adding an armature-skeleton system.
You can use that rigging method for a start then modify it to make it more sophisticated. I have (shamelss plug) added some “enhancements” to that rig (IK arms, improved foot rig) that you coul next implement.
The next step might be more advanced facial animation using either / or / and bones/shape keys. The tutorial shows you some simple shape key setups.
For more advanced setups, I don’t think there are any tutorials available. You can download the Ludwig / ManCandy / AJ / Bunny / Mouse rigs from the links in my "Best of Blender thread, and study those rigs and ask questions here from the authors. Ludwig and ManCandy both use IPO drivers and shape keys for their facial animation, which you read about on the Wiiki. “AJ”'s facial animation is bone controlled for a different approach. The "Best of … " rigs all have fairly advanced finger controls as well.
Just from a quick look I think the body will hold up to animation quite well. The triangles on the backs of the knees and calves might give you a headache, but otherwise the topology is great.
The one suggestion I’d make would be to connect the pectorals more to the arm. Here’s an image:
Right now your pectorals are kind of running under the arm and towards the back. I think it’d give better motion in arm raises if you had the topology flow more like the following:
That’s kind of a terrible image, but I think it gets the idea across.
Love the faces, although I think the woman’s stretches forward too much. Gives her a bit of an animalistic look.
Thanks
You are correct. there was only nominal differences between 5 and 6, as well as between 7 and 8.
basicaly, I used the lowest resolution necisary for any particular detail so it stayed smooth and not lumpy. I did the scales in level 7 and 8 but it got slow in 7 and slower and… cranky in 8. any time I tried an undo at when there was a level 8, whether or not I was in it, Blender crashed