Yamo - UPDATE 27.Nov Animated Wobbling Pg3

yea well that use to be my fav word wait it still is :P.

I remember buying this game for the equivalent of $70. And the weirdest thing is that I liked it too. You had to wait 20 to 30 minutes untill this game was loaded.

Anyway, it looks good, but I think the eyes are too close to eachother.

I’m back from holidays in Scotland for a week now - although I took my notebook with me, I didn’t work on the Yamo :smiley: - I just found no time (and the Scottish grid killed my notebook’s power supply) ;).

Today I resumed my work and started the body (see below). Updates will follow soon…

Kansas_15: Thank you, I think he will become at least a ‘massive’ opponent :wink:

Vaccine0101: Thanks, it’s difficult to describe, but there are many good Blender modelling tutorials out there - every modeller has his/her own technique. Some start with cubes and refine them, some (like me) prefer to start with just a vertice. You’ll have to follow the tutorials and choose techniques that suit you.
Look at: http://www.blender3d.org/cms/Tutorials.243.0.html

Grimreaper: :stuck_out_tongue:

toontje: Yes, it’s one of my all time favourites - I still like to play it on the C64 emulator called ‘Vice’. Hmm, you might be right with the eyes, but I’m not aiming at realism - I will decide when I finished the body.

Here’s the update:

http://www.thoro.de/images/blender/yamo_05.jpg[/b]

haha he’s got bigger tits then my cough never mind, looks awesome dude. kep up the good work.

Another Update :smiley:

http://www.thoro.de/images/blender/yamo_06.jpg

Watch th eyes, they are a bit too close each other and too much on the front of his face - they do not look correct from the side. Study some images of eyes as seen from the side and you’ll see what I mean.

Otherwise good looking.

Monkeyboi: You are right - toontje also suggested to increase the space between the eyes.

I tweaked the eye area and moved it slightly back and outwards. Sometimes I’m so deeply lost in moving vertices that I just underestimate the importance of these details. Thank you, Monkeyboi and toontje.

What do you think?
http://www.thoro.de/images/blender/yamo07.jpg

Small update - starting with hands and feet today…

http://www.thoro.de/image/blender/yamo08.jpg

Hey, I remember the Yamo!

Lookin good

hey, looking good dude, give it a little longer hair and you got m sister and a sumo in one :D. i like this so far, dont stop ;).

give him more expression on the eyebrow/ forehead area and also give him a bellybutton. You might also wanna think about making the crotch area a little bigger cause rite now it looks like there is nothing there

zbgump: Thank you. The first time I saw your avatar I thought ‘After so many years I finally found him - let’s bring it to an end’:P. You’ve got a cool avatar! http://www.thoro.de/images/blender/yamo_smiley.gif

Grimreaper: Haha, you are a sick man :D.

kramer3d: You are right about the expression, but at this stage I keep his expression neutral because I plan to animate him and so he will get expressions when I do the relative vertex keys. The bellybutton is behind the so called ‘mewashi’, his traditional dress. About the crotch area, this will be rigged as well, I will equip it with bones. Hey, just a joke :P. Yes, it looks a bit flat and will be tweaked.

I actually plan to use bones to simulate the wobbling. His feet are almost completed and I hope to finish the hands this night. I can’t wait to rig him.

Update: Hands and feet completed (roughly), next will be fine tuning - vertex tweaking in some areas and then I’m going to give him an armature system. Oh, yes - he is wearing gloves like the original Yamo.
http://www.thoro.de/images/blender/yamo09.jpg

I really like how this has progressed.
The only thing that’s bothering me is where the legs are joining with the body and the crotch area. It doesn’t look quite right.

The legs seem to make an arch, in the middle of which the crotch is supposedly sitting.

The legs should joing to the major body truck and the crotch should seem like it’s a descending part of that truck rather than joined to the legs.

God - I find it really hard to describe these things properly.

I love the green skin. This is using ramp shaders yeah?

Caleb

Before you start detailing him and skinning him to an armature, you should manually put him in a pose where all his joints are about half bent. Someone recommended that to me a while ago, and I found it was much easier to get good deformations after skinning.

Something like I have with this guy here

http://users.rcn.com/rmkerr/bent.jpg

Caleb72: You described it very well - I’ll look for this - I think that there are several areas that are not quite right at this time - so your criticism is highly appreciated. I just have to keep an eye on how he looks with stretched legs (for his jump kicks).

I’m glad that you like the way he evolves. Most of the time I use Blender just to do illustration images for my company’s website or very simple animations. I always wanted to get into character animation - and fortunately I finally got up my ass to complete a body. It takes a lot of time, but gives me much more fun. And yes, the green skin is a ramp shader - what a great feature.

zbgump: That’s a good hint - I remember it from some rigging discussions, too - and I was told by a good friend who is a professional animator that it’s important not to be too stingy with vertices in the joint areas to get good deformations. Makes sense…

I started rigging him - woah, it’s so much work - but also absolute fun!

Here’s a very early test animation:

http://www.thoro.de/images/blender/yamotest02.avi

…and a test pose - enjoy! :smiley:

http://www.thoro.de/images/blender/yamo10.jpg

awesome work as you know, i havent been round long enough to know who this guy was, but its looking better each time you post.

One crit on the little flick is, when he jumps up his arms only move from his shoulders, perhaps if they moved even slightly from his elbows then maybe it would look a little better, other than that top job.

The Kiwi: Thank you! You’re right with the shoulders, the animation test was done with the first version of the rig and I focussed on the legs :D.

Tonight I’ll continue with facial expressions and give him teeth & tongue. And I’m still reflecting on the story for the first animation… I think it would be cool to start with the original bulky 80s graphics and the Yamo espapes into SubSurf ‘reality’ :wink: - what do you think?

xeetstreet shows a very interesting method to fake Softbodies using hooks in this thread: https://blenderartists.org/forum/viewtopic.php?t=33896

I used this method (a very simple setup, not as complex as xeetstreet’s) with my Yamo to get wobbling boobs & belly.

Here’s the video file - set your player to loop mode ;):
http://www.thoro.de/images/blender/yamotest03.avi