The Patent "Clockophone", Erkinator & Honey

Well, I seem to be getting there with the help of Shaun - endless thanks for all the pointers my friend! :slight_smile:

I have been working on Honey’s sister - if those of you who have too much testosterone will pardon the expression :eyebrowlift2:, and have arrived at this hair style:




HONEY’S SISTER: “Stop looking at my t**s guys!”

Hmmmm - she is definitely related… I still think I need to work on the combing a bit - but to me it looks sooooooooo much better than my previous efforts!

I don’t have a name for her yet and will let the community pick one for me (S***, that was a bold move that could seriously back-fire). Anyways let me have your thoughts please.

Cheers, Chickmaker.

Hey Clock

That hair is really looking good, well done. You could reduce the size of the hairs a little and add some more children to the system, but you would have to weigh that in with regards to render times which are already long and going to be longer if you stick with particle hair. What you have posted now is looking a whole lot better than a “sheep’s arse”

I have a name for the sister, but think I would rather not say it here :evilgrin:, is she going to be entertaining us with some dance moves on the stage? :eyebrowlift:

Shaun

PS: Love the style of the sister, first up appearance on Blender and she does it in a bra.

PPS: @minoribus, I think that Clock would agree with me when I say that I am glad the Germany does not play rugby otherwize it would all be over before it started. I remember a commentator in the soccer world cup saying " Soccer is a game of 90 minutes and in the end Germany win ", loved that and so true.

Thanks Shaun - I think I now understand what does what, it takes me a while to get new stuff into the old grey matter.

I have given her a top and skirt - I thought she should cover up a bit :o, and modified the hair so the size is now 0.12 at tip and root and I increased the children to 50 from 35, I think her hair looks more realistic now, maybe?



I will be giving her a microphone at least, probably a musical instrument as well, don’t know what yet…

Cheers, Clock.

PS I too am glad the Germans don’t play rugby or cricket for that matter, that would be yet another team who can beat us at the moment. :eek:

Hmmm the pictures from my last two post seem to have disappeared and I cannot replace them - does anyone have any ideas?

Cheers, Clock.

EDIT: I seem to have cured it by saving the pictures under a new name and then reloading them to BA - I have no idea what caused that!

OK, so now I have a serious problem that I need some help with, see the picture below: :frowning:


The problem hopefully is obvious! I don’t think her left arm should look like this when she turns her hand. The rig is Rigify and I have the hand in IK mode. I moved and rotated the IK target bone to get her hand somewhere near where I wanted it and this happened. I have tried looking at other bone layers, but I cannot rotate any bones in the forearm to get rid of this twist. Can anyone help here please?

I have the right hand working correctly, with four tracks for the bow movement over each of the four strings, and drivers to control the bow-hand movement based upon which note is played. I used driven Child Of constraints to move her right hand from track to track. So that bit is OK, it’s just her gammy left arm that has me beaten just now. :frowning:

Cheers, Clock.

I don’t know if you have tried checking the bone’s influence on the mesh via Weight Paint Mode. I was having some similar tortion on one of the LG drag bace and it was the next bone of the chain that it’s envelope was too large, all I did to fix it was in Weight Paint Mode substracted the part of the mesh I didn’t want to be affected.
Hope I make sense…not in my PC to explain better

I can see the bone that is twisting when I twist the hand - it is called ORG-forearm.02.L and it runs halfway down the forearm from the wrist. All of its rotations are locked - I have tried unlocking them, but it still won’t twist.

There is a constraint on it called “twist” that has DEF-hand.L as the target. If it set the influence of this to 0.5 rather than 1 and then move the pole target for the elbow the arm looks much better, maybe I should change the weight paint for this bone so it doesn’t twist the middle of the forearm so much.

What do you guys think? I will post another render tomorrow, once I have slept on it! I don’t want to mess up something I don’t really understand.

Cheers, Clock.

So this is the render - without any changes to the weight paint, just altered the twist constraint for the lower forearm bone so it is not so strong, I guess this wouldn’t show if she had long sleeves, that was going to be my last resort if nothing else worked!


Any other ideas to solve this would also be most welcome - no name suggestions for her yet either, have you all run out of ideas? :smiley: You can always PM them to me.

Cheers, Clock.

… and this is one with a partial repaint of the weights in her left arm so that the twist is more evenly distributed, is this better? Jeez, this weight painting lark is time consuming! :slight_smile:


I have also added a focus object for her eyes and added transforms to the eyelids so her top eyelids close a little when she looks down.

Cheers, Clock.

PS. Note that she is still called “girl” - this cannot last for much longer… :confused:

Last one for now - I did some more weight painting adjustments and am now happy with her left arm, I have also added the animation for her left hand so it moves up the fretboard:


I think she has had the curling tongs out again as well… :slight_smile:

Cheers, Clock.

EDIT:

I need to do something with her right hand pose - it looks all wrong to me now I have got my attention off her left arm…

Hey Clock

Sorry to see the hassles you have had with her arm, that stuff is way out of my league so cannot even try to help.

She has become very much of a lady since her opening post all nice and pretty in a green two piece suit. All previous names I had do not suit her in her current attire, what about Modesty?

Clock I fear the worst. :frowning:


Shaun

Shaun - you never know, England did pretty well with bat and ball today (Bell and Ali excepted), so miracles can happen and you have had your crap game against the Japanese, so look positive. Having said that - that was a pretty good cartoon you have there. I shall be watching the game and cheering for the Convicts to lose - wait a minute, that is Sunday’s game!

Cheers, Clock.

Bad luck Shaun, Have a beer on me and then we cheer the All Blacks next week against the Convicts? Or maybe we cheer the Pumas? But at least your guys put up a good fight.

Cheers, Clock.

Hi Clock

Kiwi’s it is then, cannot see Pumas doing anything against the Aussies.

Think it must be something with those guys down under getting the sun 1st and it is stale by the time it gets to us. :smiley:

On a serious note both England and SA have the same issues and it is not a lack of talent, its lack of BALS and BMT and individual self belief. The boys down under have that and there is no taking that away from them. I remember watching cricket in the Warne era and time and again when they got 7 men down with a pile to catch up, did Hussie or the other tail enders capitulate? Not a chance, 9 out of ten they made it with overs to spare.

Must be the sun, all the Vitamin E is gone when it gets to us.

Disgusted

Shaun

So to the “Name the girl” bit. I have been considering Shaun’s proposal, but:


HONEY’S SISTER: “Modesty - who, Moi? ;)”

CLOCK: “Oi, put your kit on and behave!!! :ba:

Maybe this name won’t quite work. :o What can you do with these girls - I give up.

Cheers, Clock.


That’s better - and don’t do that again… :ba:

Now then, if it is not Modesty the last renders could lead to “Godiva” as her name. Only the horse is missing :wink:

Clock

I think with what minoribus has said here opens a complete new realm of possibilities, even maybe a new thread. :evilgrin:


Like to see a blend of #134 and #131. :smiley:

Shaun

To fix your arm twist problem you have two choices, weight painting or shapekeys with drivers. I am assuming that you are using Rigify with it’s two bone deformation system on the legs and arms. You need to decide if you want to use the stretchy hose feature of the arms and legs to determine which method you use to solve the twisting problem. (Don’t change the constraints)

If you will never use the bone tweaks (this is often the case for realistic humanoids) use the weight painting method. If you want to add some cartoony deformations to your animation, use the shapekey method.

Weight Painting Method:

The two bones system allows you to have two weight maps for deformations . The upper bone will only rotate in the x and z axes. The lower bone is the twist and only rotates in y. It’s nearly impossible to create a weight map that will work for all axes, so the two bone system was invented to solve this by splitting up the deformations.

When weight painting the first bone, treat the second bone as it does not even exist. It should have a strong influence all the way to the end of the second bone.

Your weights should look something like this:


The second bone controls the twisting. The weights should have tapered look.


Notice how the forearm mesh has a smooth twist from the elbow area to the hand. All of the edge loops make a smooth arc. The hand in these images is twisted 90 degrees. This will help weight paint a smooth transition.

Don’t go by the color in these images. These weights are not normalized. I suggest using that option when weight painting to get all values to equal 1.00

The down side of this mothod is you will break the stretchy hose (arm/leg tweaks) of the rig. You need a different weight setup to make that look good.

Shapekey Method:

Weight your bones without extending the influence very far past the bones. It should look more like this:


This will make the tweak bones behave in a way that keeps them useful, but your arm will twist badly like in you images.

To fix the twist, create one or more shapekeys to smooth the twisting. Add drivers to auto correct the bad deformations. I know that I don’t need to give you a tutorial on how that is done as you are the king of drivers. I use the ORG bone positions to drive my shapekeys.

The shapekey method is the longer route, but it gives you better control over the mesh and it will not destroy the tweak bones functionality. If you weight too far past the bones end points (like in method one) it looks very bad when using the tweaks.

Good luck!

http://www.pasteall.org/blend/38887

Here is a quick demo of how I fix the twisting issue. The corrective shapes are not very accurate, but they will do for this demo. The model is auto weighted with very little touch up.

Remember to finalize your weight painting before making corrective shapes as all shapes will be relative to the weighting. Also note that there will some differences between the original Rigify rig and the Pithipoy version.

Good luck!