Comments: 7
Riveda1972 [2017-10-25 07:04:03 +0000 UTC]
Very nice demo....
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vasilnatalie In reply to Riveda1972 [2017-10-25 16:33:24 +0000 UTC]
I think it's about time for some clothes....
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animaniac72 [2017-10-25 02:01:43 +0000 UTC]
She looks cute.
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ToadieOdie [2017-10-25 01:15:58 +0000 UTC]
The movement here is really cool. Nice and smooth. I don't think I could achieve that posing the multiple bones involved.
Hell, that tail on the eyeball mob was horrendous to pose. Took one entire day to get the initial pose right and two more to get additional poses for the motion. I know that at the time I was wishing there was an easier way to do it.
I'm wondering now if a bone like this combined with that pathing rig of yours would do the trick. I don't really plan on using that particular model again any time soon, but I do have other models with tails that for now just have "hair physics" on them and one other one that has a static tail with bones. I would like to be able to make those tails move like cat tails without it being a tedious, mind numbing process.
As it is, I've read up on IK chains and haven't made sense of it yet. So I don't know if something like that would address my issue with the tails.
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vasilnatalie In reply to ToadieOdie [2017-10-25 01:49:10 +0000 UTC]
Things like tails are hard. Definitely, being able to do some kind of pathing is nice, but what I made is really just a proof of concept, it's tough to do in MMD (and yet again, easy when animating in Blender.)
I think the key is thinking about what you want it to do. Swing effortlessly without any control? Physics. Prehensile? Gets complicated, but I'd try an IK chain, probably multiple linked IK bones, and a single bone to append them all a little bit each. Coiling and slithering? Almost impossible to do without pathing or tricks (like UV morphing instead of actually moving the mesh.)
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ToadieOdie In reply to vasilnatalie [2017-10-25 02:13:39 +0000 UTC]
Like I said, it was a multiple day process with the eyeball tail. It took me laying out the positions of each bone for each pose in a spreadsheet so I could look at it all at once before I started to get anywhere for the motion. I did finally get the straight tail snap out of the motion. It looked like the thing was trying to impale the singer in the head with it. lol Turned out to be a mathematical thing. And to think that I thought back in high school geometry was stupid...
I think for the coiling and slithering I will have to suffer the tedious posing unless I made the model myself. Most tails on the models I find appear to be intended for just basic physics. But the eyeball and the human Bendy one have pose-able tails. The eyeball one starts with a pencil straight tail, but not the Bendy one. His tail starts out curved and every time I rotate one bone, it makes the rest down the line move in unexpected ways. At least his wings operate the way I think they should, unlike the wings I rigged and put on Octavia.
It's just going to take a lot of practice and tinkering to figure out what I need to produce what I want.
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