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A timelapse for the modelling process and part of the rigging process for Pointy from my forthcoming cartoon “A moment in the sun”. The video is unedited, complete with questionable decisions and short pauses when I get stuck – but there’s a text box to show you what’s up to an extent.

This character’s only ever meant to be seen side-on, hence the weird geometry.

In this video you can see:

  • skinning/binding the rig to a mesh (lots of skinning)
  • driven shape corrections
  • testing rigging and skinning/binding using simple animation
  • how to rig a hacky set of “cup” eyelids
  • skinning/binding a rig to curves using hooks and bone parenting
  • building a (crappy) FK/IK switched arm rig
  • skinning a hand and fingers

Blender 2.71 test version in the hizzouse. Release candidate should be out later this week. 🙂

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Spent some more time building Pointy today. Timelapse video to follow.

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A timelapse for the modelling process and part of the rigging process for Pointy from my forthcoming cartoon “A moment in the sun”. The video is unedited, complete with questionable decisions and short pauses when I get stuck – apologies for silence.

This character’s only ever meant to be seen side-on, hence the weird geometry.

In this video you can catch a glimpse of:

  • modelling with subdivided meshes and curves
  • using the Edge Crease tool (Shift-E in edit mode) to tell the Subdivision Surface modifier where not to get involved (various)
  • using Vertex Groups in combination with Shape Keys to non-desctructively model an eyelid 5:44
  • how not to model a hand if you know what’s good for you 6:25
  • how to make things circular using the Looptools add-on 9:04
  • how not to taper your curves
  • how to taper your curves using Taper Object 13:51
  • how to fix mistakes (too many instances of this to pinpoint)
  • how to build a basic rig
  • how to skin a rig so it looks horrid (right at the end)

Lots more to do, then. I’ll remember to hit “record” for part two. 🙂

Made in Blender 2.71 test build. Not using any specific new features though.

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It begins. Tonight I started modelling and rigging Pointy. Keep an eye on Twitter for a link to the video capture, or you can wait for me to post it. 🙂

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Some of yesterday and pretty much all of today I was working on an entry for Blendernation’s weekend contest. The theme was “Above the clouds”.

Eventually I put Grumpy Squirrel above the clouds, whimsically riding a balloon to the great unknown.. until the ribbon unexpectedly snaps. (Stupid squirrel! Next time use a carbon fibre ribbon!)

Rig-wise.. it’s not a great rig. For some reason I have trouble making characters with fully functional shoulders. It’s a weak spot and I want to work on it.

I did however learn a cool new Blender trick about renaming lots of armature bones lickety-split (“Select pattern…” > look for L.001 + W menu > Flip Sides in Armature editor = glee!) and how to mirror vertex groups that don’t cross the midpoint of the X axis (in Vertex Groups panel: Copy vertex group on vertgroup.L to get vertgroup.L_copy, Mirror it, then delete vertgroup.R and rename vertgroup.L_copy to vertgroup.L).

Grumpy’s far from actually animation-ready at this point but only because rigging and especially skinning takes forever to do right. Especially shoulders, for some reason.

Also I reconfirmed today that dub is superlative background music to ignore while working – at least for me it is.