Best Starting position for head/bodt turns.

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synthsin75
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Re: Best Starting position for head/bodt turns.

Post by synthsin75 »

slowtiger wrote: Tue May 24, 2022 9:06 am In designing a character's head I came to prefer a 3/4 view as the main position.
I agree. 3/4 is a happy medium where it's a bit easier to get a sense of front and profile, and the amount of points you're going to need to use in profile, while constructing it.
Daxel
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Re: Best Starting position for head/bodt turns.

Post by Daxel »

Greenlaw wrote: Mon May 23, 2022 2:20 am
if you want to 'flip' vector art for smooth pose-to-pose morphing, use DKW Root's Swap Sides tool. You can get it from here...

DKWROOT Scripts ( Lots of Improvements )

This tools doesn't merely flip selected points horizontally, instead it repositions the points to mirror its previous shape. If you plan this correctly, it allows you easily animate the shape from a profile or 3qtr pose to the front/backing facing shape and onto a mirror profile or 3qtr pose. It's great for smoothly turning head shapes! Note: make sure you have the same number of points on both sides of the shape before running this script.
I start with the front view because I use this method that benefits from the symetry of this pose. I can copy paste the elements that are repeated like limbs, and I can use DKWROOT scripts: mirror points to create symetrical elements like mouths or faces, and swap points to reuse the animations turning to one side on the other side).
I remember trying the bone flip method long time ago and not liking it but I can't remember the reasons.
Mikes1025
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Re: Best Starting position for head/bodt turns.

Post by Mikes1025 »

Greenlaw wrote: Mon May 23, 2022 2:20 am
if you want to 'flip' vector art for smooth pose-to-pose morphing, use DKW Root's Swap Sides tool. You can get it from here...

DKWROOT Scripts ( Lots of Improvements )

This tools doesn't merely flip selected points horizontally, instead it repositions the points to mirror its previous shape. If you plan this correctly, it allows you easily animate the shape from a profile or 3qtr pose to the front/backing facing shape and onto a mirror profile or 3qtr pose. It's great for smoothly turning head shapes! Note: make sure you have the same number of points on both sides of the shape before running this script.

About making sure of the number of points –is there a tool that allows you to view the number of points of an object, or how many points are selected?
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Greenlaw
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Re: Best Starting position for head/bodt turns.

Post by Greenlaw »

I'm not aware of any...but I think there probably should be, like the item info window in many 3D modeling programs that keeps track of total points, selected points, edges, faces, etc. Unfortunately, I don't think this exists for Moho, not even as a third-party script.

That said,--and this is probably just me--when I'm working on a 3/4 head shape that needs to morph from left to right, there aren't that many points to count, even with a 'realistic' character. Most of the time, when highlighted, I can tell visually if any 'mirror' points are missing and need to be added. And when I add a new point on the '3/4 profile' side, I make sure to add a 'mirror' point to the opposite '3/4 smooth' side. No biggie.

But, of course, this depends on the character design and how much detail is involved. If there were a ton of points to deal with, then a dynamic point counter would be helpful.
Last edited by Greenlaw on Sat Dec 07, 2024 11:40 pm, edited 2 times in total.
Mikes1025
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Re: Best Starting position for head/bodt turns.

Post by Mikes1025 »

Greenlaw wrote: Sat Dec 07, 2024 8:48 pm I'm not aware of any...but I think there probably should be, like the item info window in many 3D modeling programs that keeps track of total points, selected points, edges, faces, etc. Unfortunately, I don't think this exists for Moho, not even as a third-party script.

That said,--and this is probably just me--when I'm working on a 3/4 head shape that needs to morph from left to right, there aren't many points to count, even with a 'realistic' character. Most of the time, when highlighted, I can tell visually if any 'mirror' points are missing and need to be added. And when I create any new points on the '3/4 profile' side, I make sure to add a 'mirror' point to the opposite '3/4 smooth' side. No biggie.

But, of course, this depends on the character design and how much detail is involved. If there were a ton of points to deal with, then a dynamic point counter would be helpful.
I follow that. It's usually best to keep things simple so that the fancier solutions are off the table. But no matter how much we try fancy will be needed here and there. Thanks for sharing
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Lukas
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Re: Best Starting position for head/bodt turns.

Post by Lukas »

It depends on the style and project, but for Club Baboo the default position for all bodies and heads is 3/4. Mainly because that's the view you see 90% of the time anyway. So that should look as good as possible.
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