ENJOY!!
Thursday, April 10, 2014
Tuesday, April 8, 2014
Interacting With Han
the mid point
the final animation interacting with han
Animating Time
it was also at this time I came across the problem of the front legs being longer than the back, this meant that the gait of each pair of legs was very different so I would have to move the back legs a little faster to keep up with the front, increase the rear hip rotation and try and reduce the front leg gait when ever possible
Initial Test Animations
now I had a fully functioning rig I was happy with I embarked of creating a few basic animations of a couple of the key movement my character would need to make
above is the first attempt at walking on the spot, it looks a little to floaty.....
above is my first attempt at making my character jump I especially looked at primates and how they leap and land on there hind legs first, keeping the hands quite high throughout the jump off their back legs and land back legs first as well
Rigging
I already had a strong idea of how i wanted my creature to move and interact because of this setting up my rig was rather hassle free i watched this video:
https://www.youtube.com/watch?v=wu6cSCpxJcE
and pretty much just adapted it to fit my model as it was similar to my desired outcome as seen below
https://www.youtube.com/watch?v=wu6cSCpxJcE
and pretty much just adapted it to fit my model as it was similar to my desired outcome as seen below
from here i added my IK's to get the legs to deform the desired way
then I added the controllers where desired and ended up with a rig that i was very happy with the level of control I achieved
(at the end of the animation I wish I had added more controllers for the ankles as the feet kept going through the floor and I think another set of controllers may have helped to combat the issue)
Modelling
an orthographic illustration of the famous LCW chair, the base for my modelling
the modelling process, showing how I modelled half the chair the mirrored and joined the typology
an example of my texture applied over my uv map, keeping the direction of the wood grain going in the direction I want
above is the normal and specular maps that i created and used on the main seat of the chair
the final Lcw chair uv mapped, and with a normal and a specular map trying to increase realism as much as possible.
the modelling process, showing how I modelled half the chair the mirrored and joined the typology
an example of my texture applied over my uv map, keeping the direction of the wood grain going in the direction I want
above is the normal and specular maps that i created and used on the main seat of the chair
the final Lcw chair uv mapped, and with a normal and a specular map trying to increase realism as much as possible.
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