New hand rig results

Want to share your Moho work? Post it here.

Moderators: Víctor Paredes, Belgarath, slowtiger

User avatar
synthsin75
Posts: 10253
Joined: Mon Jan 14, 2008 11:20 pm
Location: Oklahoma
Contact:

Post by synthsin75 »

Just threw the latest head results on the model.

Image
User avatar
PARKER
Posts: 1020
Joined: Sat Oct 25, 2008 4:26 am
Location: Animation World

Post by PARKER »

This is a great job.
Looks really nice.
Well done.
azerazer02
Posts: 1
Joined: Sat Mar 07, 2009 3:46 pm

Post by azerazer02 »

My first post to say to you that...

This is amazing, really!
I can't wait for you to finish.
I hope to see a tuto soon, good luck.

ps: Do you planned to give us a 2.9D_leg soon^^?
can you tell us how much time do you think you need to finish it?

pps; sorry for my english.
User avatar
synthsin75
Posts: 10253
Joined: Mon Jan 14, 2008 11:20 pm
Location: Oklahoma
Contact:

Post by synthsin75 »

Thanks guys.

The legs and arms are simpler than the torso, but I'll see about posting an example. Don't know how long it will take me to finish. That's the problem with this only being a hobby and I'm also working on several scripting projects also.

:wink:
Sage
Posts: 24
Joined: Sun Feb 22, 2009 10:10 pm

Post by Sage »

Synth,

I think I finally got the basics of everything down, made a mock up of the hand and it looks good. Just two last issues that I keep coming up against.

One is happening more with the fingers. The side lines always looks thicker then the circle. I do have for one finger it all as one shape for the lines. Is this something you have run into?

The second is I noticed that on your jpeg hand picture, the little bones in the base of the fingers that you have some constraints on them. For the life of me I can't figure what they would be. Mine don't have constraints but seem to be working fine. Is there a reason you have yours with that?

Thanks again for all the help each time you post it seems I learn more how to use AS.
User avatar
synthsin75
Posts: 10253
Joined: Mon Jan 14, 2008 11:20 pm
Location: Oklahoma
Contact:

Post by synthsin75 »

Sage,

Very good questions.

I have run into the outlines appearing thicker in places. This is due to a bug that occurs when overlapping shapes share the same edge from the same side. The shape just below the top one actually appears to get a little bigger, so it hides more of the underlying outline shape. To solve that, I either do the two circle and the middle fill, or do those three with the popsicle shape on top of it all.

viewtopic.php?t=12853

I've changed a bit since I posted that pic of the hand rigging. I think I still use some angle constraints, but that is only so the IK chain will continue to work. (That is, when you manipulate the finger tip it will also move the finger base.)

:wink:
Acochran_89
Posts: 203
Joined: Tue Dec 09, 2008 7:38 pm
Location: Lawrence, KS
Contact:

Post by Acochran_89 »

I noticed this topic hadn't been updated in a while...i was finding it pretty interesting...any new news or updates on it synth?
User avatar
synthsin75
Posts: 10253
Joined: Mon Jan 14, 2008 11:20 pm
Location: Oklahoma
Contact:

Post by synthsin75 »

I'm still developing the technique. My latest efforts are much more flexible and better approximate 3D. I've gotten rid of the "profile" shape. Granted it is a bit more complicated, but I think this will handle details easier than what the last method would.

I'll see if I can get something I can show off.

:wink:
Acochran_89
Posts: 203
Joined: Tue Dec 09, 2008 7:38 pm
Location: Lawrence, KS
Contact:

Post by Acochran_89 »

Awesome! Looking forward to it. It's always a treat for users to see what kind of stuff you AS pros come up with. Honestly half of it I hardly use because i keep things simple and prefer point animation, but it's always cool to see the way you guys push AS to its limits.
User avatar
synthsin75
Posts: 10253
Joined: Mon Jan 14, 2008 11:20 pm
Location: Oklahoma
Contact:

Post by synthsin75 »

Here some current results. As you can see, I can now foreshorten and rotate the torso from any angle with some amount of detail built into the model.

Image

Here's its construction.
Image

I'm currently working on an easier way to control this. To do a simple turn it needs to be rotated and scaled, and right now is a bit finicky. I have a control rig that does the work for you, but switching between this rig and the freer motion is a bit of a pain. It requires a locking and unlocking a bone, but I haven't figure out a good way to reset the locked rigging once unlocked.

:wink:
larpon
Posts: 32
Joined: Sat Jun 10, 2006 9:17 pm

Post by larpon »

I am so much still watching this topic!
User avatar
synthsin75
Posts: 10253
Joined: Mon Jan 14, 2008 11:20 pm
Location: Oklahoma
Contact:

Post by synthsin75 »

Okay, for those loyal followers of this technique, another sneak peek. Still needs work, but you can get the idea of what is possible. :D

Image

Actually, as it is, this model would work very well for a slightly above view standard perspective.
moociej
Posts: 1
Joined: Mon Apr 20, 2009 11:47 pm

Post by moociej »

outstanding...
Vilma
Posts: 37
Joined: Fri Aug 01, 2008 11:37 am
Location: Helsinki, Finland

Post by Vilma »

Wow! Looks great but I don't understand how it works ;-D
User avatar
TheChewanater
Posts: 134
Joined: Fri Feb 27, 2009 1:25 am

Post by TheChewanater »

It looks like you always turn this rig right. Does it work the other way, or to turn it left would you have to scale it to -1 and try to not make it look choppy? Just wondering.
ImageImage
Post Reply