Ok, well, after tweaking, tweaking, and more tweaking, George's clothes still need more tweaking. ;-) But, they're working. Too flimsy for final use, but he doesn't pop out of them (so far).
I also rebuilt the walk cycle animation. Since this is the first walk cycle that I made without scaling him afterwards (bad idea :-P), this is the first one I'm really happy with.
Since the new cloth system doesn't require the clothes to be rigged to the skeleton, I don't have them attached. This does create a problem for me, though. All animations have to start with George in the "T-Pose", as you can see at the start of this animation. I need to decide if I care greatly about that problem, or if not, how to strategize my animation sequences.
One more thing. See, I "borrowed" this rig (skeleton) from another Blender user, and I owe him a lot of thanks for it, but, I've also found areas that it's been lacking. While creating this walk cycle, I found that his chest did not rotate independently of his hips. BAD things happen when you can't move the chest the opposite direction of the hips. ;-) So, I've modified (again) the rig, so that the spine bones from the hips up copy the rotation of the chest controller, at varying increments (25%, 50%, 75%, etc.). Did the job perfectly. :-)
Alright folks, enjoy! :-D
Saturday, March 1, 2008
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3 comments:
Cool! Looks good! :D
Still a little too stiff; especially with the lack of follow-through on on the arms. It looks like he's walking underwater or in outer space where his movement is limited...lossen him up a little! ;)
could i get a copy of the rig? i would like to know how its done
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