Old 11-21-2009, 12:08 PM   #31
Skinner3D
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WOOOOOT I think I am finally done with all surfacing.
Next step is to put all bazillion pieces into their own appropriate layers (more than they already are), set the pivot points, and then attempt to rig this character.
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Old 11-21-2009, 02:17 PM   #32
probiner
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So you going to rig him in the "Where's my wallet?" Pose?

I used to rig mech characters with layers.
But now i just put a weight map in each piece and go with bones. I do it by intuition, not for very specific reasons, but lets see... you have less objects in the scene.
There are probably better ones hehe.

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Old 11-21-2009, 02:22 PM   #33
oliversimonnet
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wear did u get the reference pics
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Old 11-21-2009, 06:41 PM   #34
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Nice work Skinner3d,the nurnies around the neck area really make it shine!
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Old 11-21-2009, 07:53 PM   #35
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Probiner: I honestly have no clue what that pose looks like I hadn't even thought about weights and bones. I will definately keep that in mind.

oliversimonnet: Google Image Search Although several came from a site that Kuzey pointed me to.

roadwarrior: ty
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Old 11-21-2009, 09:59 PM   #36
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Quote:
Originally Posted by Skinner3D View Post
I honestly have no clue what that pose looks like
Look at the last render. He is searching for something in his pockets, and looking very serious to the sky, trying to remember "Where the...?"

Have fun
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Old 11-22-2009, 05:09 PM   #37
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Old 11-29-2009, 06:03 PM   #38
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Well I did start posing him. I really need to learn how to be better at manipulating bones. I have 110 of them and they are only half cooperating.
My biggest problem right now is that the axis sometimes don't match up with the actual axis that the joint rotates.
How do I fix that? He currently can't hold a lightsaber, because his fingers bend the wrong way.
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