Ok so, last time you met Manny, he was as this...
As he had rather haphazard and both disjointed animatronic movements and, perhaps, intended persona
Things weren't looking too promising...
First things first, I removed the un-connected arms I had (which only basically rotated on the spot!) and created some new 'uns straight from the Polygons making up the lateral torso area, just behind the arm-pits
This image above shows the newly created arms. The hands I imported on from the original model, and used the Attach tool to combine the two mesh's, and then Bridge to join them onto the arms (a little extra for the wrist helped in the next step)
You can see the boned section towards the foreground of the image. These were connected using the Link tool, starting from the bone at the breast-bone, and working my way down to the wrist. This was completed on both sides, the formation shown a reuslt of a simple X rotation from the forearm bone
You can see the boned section towards the foreground of the image. These were connected using the Link tool, starting from the bone at the breast-bone, and working my way down to the wrist. This was completed on both sides, the formation shown a reuslt of a simple X rotation from the forearm bone
Here, I'm installing the three bones that make up Manny's neck. I always intended to create my own bone structure, as I felt the biped, although very useful and well organised, was going to allow me the flexability and decisiveness I can achieve through using my own bone structuring
The biggest change comes in the form of my decision to drop Envelopes as a means of adjusting the influence-boundaries of a particular bone on each area of the skinned mesh - after having a great deal of problems with that, I decided to use the Weights tool, which allowed me to assign a numerical value to each of the selected vertices as a group (or individually) through the manner of 0.1, .25, 0.5, 0.75, 0.90, or 1. As a unprepared solution, this allowed Manny's limbs to act as how I'd intended, the arms rotating from the 'joint' at the shoulder. but not having any visible effect on that area of the mesh
The biggest change comes in the form of my decision to drop Envelopes as a means of adjusting the influence-boundaries of a particular bone on each area of the skinned mesh - after having a great deal of problems with that, I decided to use the Weights tool, which allowed me to assign a numerical value to each of the selected vertices as a group (or individually) through the manner of 0.1, .25, 0.5, 0.75, 0.90, or 1. As a unprepared solution, this allowed Manny's limbs to act as how I'd intended, the arms rotating from the 'joint' at the shoulder. but not having any visible effect on that area of the mesh
Ignore the stretching on the right hand (for now!) This was a brief pose I struck to illustrate the flexability I am trying to afford Manny within this animation. The other big change is explained below...
I've also decided to change the persona of him - having created him in the pose shown here, the idea struck me - how about creating him in the mindset of a shop-window mannequin trying to show off his (pretend) biceps using arm curls and victorious poses in combination with his boned arms and neck.
This then allows me, as I have connected his arms all the way from the knape of his neck all the way down to his fingers, to create some pretty experimental poses...oh, to get an idea of the kind of real-life example I'm taking the rise out of, copy and paste this link into the URL Bar
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