Posted 08 August 2012 - 09:53 AM
Still trying to finish this f**king robot model. Anyone fancy taking a look at these robot's legs and telling me why I can't mirror it properly - and what the hey I could do better. I know learning on the job is better than watching video tutorials, but I'm bang outta time and making an enemy of Euler.
Please, O community of Cactus Dan acolytes, spare me from the onslaught and 'ave a butchers at this over complex TurboSquid-3DS-to-C4D-converted hulk of a robot.
Oh, and yesterday. For free. (jokes)
Merci, au revoir, mes bon vivants...
Posted 08 August 2012 - 06:09 PM
The CD Constraints are free to download and pop in your plugins directory, but if you don't buy it, you cannot edit the properties of the CD tags.
Thanks for your interest, brake...
Posted 08 August 2012 - 06:11 PM
Indecision becomes decision, with time...
Posted 09 August 2012 - 03:06 AM
I thought it was pretty cool of him. Give it a try.
Posted 09 August 2012 - 08:45 PM
Posted 10 August 2012 - 01:30 AM
Nice looking robot, couldn't do anything with it though as I don't have the CD's Character tools.
Posted 10 August 2012 - 11:51 AM
Posted 10 August 2012 - 12:15 PM
There are three main bones, to which the geometry and additional articulation bones are attached. There is no deformation of geometry at all, everything is metal, so therefore you just nest the mesh objects underneath the bones that relate to them and they inherit the bone's rotations. The foot is separate as parented to the IK goal of the leg joints.
So I dived into these main leg bones, made the top joint exactly along X from the hip joint, and hit the Joint Align tool on that main hierarchy. The Align tool is NOT the same as the Joint Align tool, I figured out.
To mirror the geometry correctly, and this seems very important, I deactivated IK and Constraints for all objects within the character menu. With no external forces acting upon the duplicate geometry, the Mirror was precise. When I turned IK back on, it did not deform back to the shonky way it did when I mirrored with IK on. Success, but a minor one.
Where constraints were misbehaving, I made sure to manually zero out the twisted geometry (in Axis mode in the Co-ordinate manager, then hit Apply. Reset PSR does all three...I'll make a Reset R button one of these days). I started to notice that some of the double targeted pistons were now behaving correctly. If someone can explain the evaluation order (Initial, Expressions, Generators, -499-499 et cetera) then maybe I can get rid of the lag or at least put them somewhere in the hierarchy where they are evaluated at the right moment. I can't work that out, so the most important double-targeted pistons are still misaligned)
Once I started to lift the problematic parts out of their nested hierarchies and place them using Parent constraints, the evaluation took place in the right order and there was no longer the same lag that occured in animation.
I am still getting issues with circular dependency, like the double targeting on pistons for example, but I will just Ctrl+CNV those into new scenes, fix them in world co-ordinates and then try to float them above/below the main leg hierarchy using Parent constraints to pin them to the correct nulls.
I even got a great tip from Vozzz here about constraining an object to the Bounds of another object using a Clamp constraint. If that other object is a Spline Primitive, then you have a cool way of making a planar constraint that you can see, squash and stretch with xpresso, and mostly importantly, that has that really useful flower shape that everyone always uses (why still there in r13, I wonder?)
Next step is tightening up the rig and starting to hone the animation, which is more an art than a tech challenge, but then I'm advertising Skrillex, so it's not got to be ballet, or anything.
I should be blogging this, right?
Posted 10 August 2012 - 04:26 PM
Posted 10 August 2012 - 04:30 PM
http://plus.google.c...lekseyVoz/posts <- google+ page
Posted 16 August 2012 - 11:31 PM
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