What's next?

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: What's next?

Postby Aloys » Sun Jun 08, 2008 5:03 pm

The last time I rigged and animated a character was on Softimage 3.8 nearly ten years ago; so I'm afraid my animation skills are a bit rusty.. :? I guess I'll need more than a couple video to be up to speed again; although that should be a good start.
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Re: What's next?

Postby Grogyan » Sun Jun 08, 2008 7:11 pm

Aloys wrote:The last time I rigged and animated a character was on Softimage 3.8 nearly ten years ago; so I'm afraid my animation skills are a bit rusty.. :? I guess I'll need more than a couple video to be up to speed again; although that should be a good start.

Move Bone 1 from point A at frame 1 to point 2 at frame x when bone is parented to vertice group

I'm just starting to play around with that feature in Blender not Uru
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Re: What's next?

Postby Grogyan » Sun Jun 08, 2008 7:56 pm

Found the link at last
http://www.blendernation.com/2008/06/02 ... o-blender/

not sure how easy it is to use however

found another

http://wiki.blender.org/index.php/BSoD/ ... to_Rigging
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Re: What's next?

Postby Jojon » Mon Jun 09, 2008 11:39 am

The basic thing is not complicated at all in Blender: bunch a handful of vertices into a vertex group and name the group the same as a bone -- that alone will make the vertices in the group follow that bone around. The "weight" you assign to vertices determines how strong the effect is; a weight=1 vertex will be pinned to the bone, whereas a weight=0.5 will follow it half the distance. We may be subject to a DirectX limitation of max. 4 bone influences per vertex, which I doubt should prove troublesome.

Since we can map video sources onto planes in Blender, rotoscoping may turn out to be less of a chore than we expect -- especially since, in the case of human motion, we may mostly be talking about short avatar action animations. (although those will probably have to begin and end, smoothly blending with a given idle state -- then again; for that we will have a ready-made, given armature... :)
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