Bones and Rigging

:smile: Alright!

Real Men do needlepoint and macrame. Example: Rosey Grier who was New York Giants & Los Angeles Rams All Pro Defensive Tackle,
part of the Fearsome Foursome and Body Guard to Robert Kennedy. He authored the book "The Gentle Giant" and is now an ordained
Christian Minister and inspirational speaker.
They are sure of their masculinity and don't have to prove a thing to anyone.;)

Go BlueBerry Bear! You may not have bones but you've got what it takes: GUTS!

I can't remember the man who said: There is nothing as Strong (tough) as True Gentleness . . .
nothing as Gentle as True Strength (toughness).

BTW: I like the way you duo colored the Font. Would love to know how you did it.

My Best
Jeanny
 
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Very Cool ZOO!!

I love the color dispersion/refraction, lighting, shadowing, etc...!
NICE WORK :icon_thumbup: :icon_thumbup: :icon_thumbup:

Being a newbie, I have yet to tinker with character rigging....
There's SO much to learn, it can be overwhelming!

Thank to you, and anyone else who shares there work/techniques
with us who are still learning, we'll get there.... someday.

Thanks Al, I hear you, it wasn't so long ago I was right where you are.
And every time I learn something new I have even more questions. ;)

 
BTW: I like the way you duo colored the Font. Would love to know how you did it.

My Best
Jeanny

Thanks Jeanny,

Rosey Grier was an inspiration to my dad, who
also took up needle point and rug hooking. :icon_thumbup:

The font was done in Photoshop with a gradient overlay effects layer.

 

First test with a dynamic dangle, something I've
been thinking about trying for a long time.

 

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I used the Soft Body tag, I'll try the rope tag next.

I put a Rigid Body Tag on the model so the dangle wouldn't swing inside the mesh.
I made a cylinder for the dangle with an Anchor Tag and a Soft Body Tag.
Then I made a sphere to anchor to and placed the
sphere in the joint system under the head bone.

 
Hmmm...haven't tried that way yet.

If the tail were attached to the body, it might cause problems. I think the whole body would be affected.

Another case where I think having a selection of a mesh be affected would be a good idea. Sort of add a section tag in a slot on the dynamics tag.

Bob
 

I'm continuing to test and re-bone, over and over.
The worst of it is the Vertex Weight Painting.

It's not so bad the first two or three times, but then it becomes tiresome.
I think it varies with the geometry, the gummies stubby appendages require
more fine tuning. Whereas human shaped legs may not need any adjustment.

Animation is easy as long as you remember that almost
everything in the object browser can be key-framed.

So after selecting and rotating various joints, which are objects too, and can be
individually key-framed. You have to select the object you intend to keyframe,
or the one at the top of the hierarchy, if you have hierarchy turned on.

 

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Again, not picking on Martin or the program, but it does seem in quite a few cases, there are way too many steps to do something very simple.

Auto weighting should be pretty close right off the bat and then just some fine tuning. I know when areas are too close together, the weighting will get confused and add weighting to areas that you might not want added to a particular joint (as in the legs are too close together and the weighting goes across both legs).

But, if there's enough separation in the original mesh between parts, it should be pretty straight forward.

But, yes, weighting in general can be a pain.

Nice flip, though!

Bob
 
I think the heat mapping works very well and requires little tweaking, especially once you get a feel for joint placement.

That said, I don't really know of any rigging systems that "just work" if you're being finicky. I do think C3D's weight-painting is pretty clumsy. In particular, I wish it had a mode where it measured distance along the mesh edges (instead of simply using spatial separation).
 

Here's a gif preview of the intro for the tutorial.

Put together with HitFilm 3.
(gif made with Photoshop)

I wanted to do something simple since I still get lost in the HitFlim
interface, and anything complicated would probably take to long.

Just scaled and motion blurred image elements into place.

 

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Here's a little Gummie lore to ponder as I creep ever closer to completion.

 

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:D Oh! . . . I know . . . I know!

In the end the Gummy Bears convinced the Gummy Worms to do Good rather than Evil
and the Gummy worms spend the rest of their lives making rich fertile soil
for the farmers to grow Nutritious Food and Beautiful Flowers.
. . . and all the people cheered joyfully and sighed in Peace and lived Happily-ever-after.

Fini
 
:D Oh! . . . I know . . . I know!

In the end the Gummy Bears convinced the Gummy Worms to do Good rather than Evil
and the Gummy worms spend the rest of their lives making rich fertile soil
for the farmers to grow Nutritious Food and Beautiful Flowers.
. . . and all the people cheered joyfully and sighed in Peace and lived Happily-ever-after.

Fini

Ha Ha, exactly! That was an inner child outburst if I ever heard one.

Yes young one, but it was a difficult and dangerous
struggle, that can be told in many animated stories. ;)

I've already put together a rough script called:

"Inside The Evil Worm Conspiracy"

Staring:
  • Blueberry Bear
  • Lancelot Lemon Bear
  • And Introducing Blitzberry Bear
More to come...
 

Really cool scene, I love it.

I'll be doing the actual recording any day now,
when the moment, and my voice, is right.

All the file are done and that's the majority of the work.

I'm going to cover using the Split Joint Tool, to make one joint into many.
Plus I found a great script in Hiroto's huge collection of scripts for Cheetah 3D,
and he says we can have for free so I'll include a link.

The script lets you globally change things in a full rig that would be very tedious
like the color of the bones, which otherwise you have to do one joint at a time.
Actually Hiroto's says all his scripts are free to use, so check out his blog.

 
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