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Posted: Sun Dec 11, 2011 4:06 am
by GCharb
I would put part of the toupet on a separate layer, making it easy to layer animate and tween for a head turn, at least this is how I do it.
http://www.mediafire.com/?rqi2bbcvucbbtuu
Posted: Sun Dec 11, 2011 5:39 am
by hothead
head turn well be more easier when SM figure out how to make a bone move left to right with different Value calculation and different Speed calculation and distance.
eg. 1. lets say master bone is at point 4
2. child bone at point 8 control by master bone at point 4
3. move master right to point 5 and child while move to point 9
4. move master left to point 3 and child while move to point 7
5. this is how AS is now
6. SM this is what i want
1. when master move L or R i need to tell the child where to move L the distance, speed and location likewise when i move master to the R. similar to how point move.
if you cant understand let me know please

Posted: Sun Dec 11, 2011 5:40 am
by Matsuemon
Hey Gilles! Oh my god, I can't believe you created that model for me, especially when you've got a huge project of your own going on. I'll get ready to create the side-view and probably a straight at the camera view the rest of the weekend. Here are a couple of the other images I'll be working with, with his hat on. Luckily, the hat is easy to create. I was just worried about having to draw all the different views and keep track of the points and all that =)

By
matsuemon at 2011-12-10

By
matsuemon at 2011-12-10
Posted: Sun Dec 11, 2011 3:58 pm
by GCharb
Matsuemon.
Like I told You in my reply, I usually create 2 half turn and put them in a switch layer, makes things allot simpler.
Eye question
Posted: Mon Dec 12, 2011 6:50 pm
by Matsuemon
Hey guys,
I'm curious about something. How do you feel about the whole eye/eyelids issue? It seems like you don't really need eyelids because you can manually manipulate the eye itself to make it look like it's blinking. Any thoughts on this? I'm trying to decide if I want to mess with it in the character I'm trying to finish.
Posted: Tue Dec 13, 2011 2:08 am
by jonbo
Hey Jason, I like to have eyelids on most of my characters. You can get so many different expressions with them i.e. glaring, drowsy,skeptical,maniacal to name a few. They seem to me to add so much life to a character for such little effort, IMHO.

Posted: Tue Dec 13, 2011 2:59 am
by Matsuemon
Hey guys,
I'm working on my Holmes characters face and I have a question. Do you see those lines above and below his eyes? Should I just make those independent lines or should I make them part of the eye or eyelid layer? I can't figure this out and it's annoying me =) I'm thinking i'll put the whites of the eyes on the bottom layer, then the pupil, then eyelids. Sound good?
Posted: Tue Dec 13, 2011 3:15 am
by sbtamu
That is an artistic choice. It is really a matter of what you want the lines to do. If you want the lines to be in a certain position with a certain eye expression then put them in the eye layer. There really is not a right or wrong answer to this. It is just a matter of what works for you.
Posted: Tue Dec 13, 2011 3:44 am
by jonbo
It also depends on how you are animating your eyes. You might find it easier to put them on the eye layer if you're using actions to animate the eyes or on their own layer if you are using bones to do the animation. Like Stephen said, its all on what works best for you.
Posted: Tue Dec 13, 2011 3:58 am
by Matsuemon
Yah, this one probably won't be anything too fancy. It's going to be a short animation with about two sentences of dialogue and a head turn. He'll probably blink once or twice. I'll keep thinkin' on it =)
Re: Eye question
Posted: Tue Dec 13, 2011 4:52 am
by GCharb
Matsuemon wrote:Hey guys,
I'm curious about something. How do you feel about the whole eye/eyelids issue? It seems like you don't really need eyelids because you can manually manipulate the eye itself to make it look like it's blinking. Any thoughts on this? I'm trying to decide if I want to mess with it in the character I'm trying to finish.
These days I make my eyes on one layer and use shape ordering to create all the parts, including eyelids.
http://www.mediafire.com/?um76qqndoanfvy6
These are easy to animate and tween.
Re: Eye question
Posted: Tue Dec 13, 2011 5:01 am
by Matsuemon
GCharb wrote:Matsuemon wrote:Hey guys,
I'm curious about something. How do you feel about the whole eye/eyelids issue? It seems like you don't really need eyelids because you can manually manipulate the eye itself to make it look like it's blinking. Any thoughts on this? I'm trying to decide if I want to mess with it in the character I'm trying to finish.
These days I make my eyes on one layer and use shape ordering to create all the parts, including eyelids.
http://www.mediafire.com/?um76qqndoanfvy6
These are easy to animate and tween.
Thanks Gilles, I'll check out the file, although I'm sure I'll be seeing it in your video set when it comes out =)
Update: Hey Gilles, wow I like how you did that all on one layer! I didn't even think of the shape-ordering thing for some reason. Good stuff =)
Posted: Tue Dec 13, 2011 2:49 pm
by GCharb
The simpler things are usually the best.
Glad I could help!
Hat question
Posted: Wed Dec 14, 2011 1:36 am
by Matsuemon
Hey guys,
I have a question about Holme's hat in my design. In the pics above, you see how his hat has that back flap section (from side view)? Well, do you think it would be easiest to create the hat as front and back layers, that way when his head turns straight at the camera I can hide it easier?
Posted: Wed Dec 14, 2011 1:45 am
by sbtamu
GCharb wrote:Here is a character from my tutorial video set.
I only add the parts that will be showing, as underlying parts gets rendered and add to render time.
So in this case, I only created the colar of the shirt, not the shirt itself.

Is this character modeled after the guy in 101 Dalmatians? I can't help but think of that guy when I see this character.