Character Wizard "Potential"?
Posted: Sat Feb 01, 2014 2:44 am
Here's a stupid little clip, but I thought I'd share it as an example of what I'm about to jabber on about below.
Since I'm a wordy bastard, here's the backstory behind it (bear with me?):
When I first started playing around with this software of course I spent a little time manipulating things in "Character Wizard" and for the most part found everything to be pretty awful. This was in actuality just a combination of silly and simplistic preset actions, as well as a very rudimentary art style that, to put it kindly, were not to my tastes. Well, last night I started wondering about it again, since the project I'm working on will end up having "many many" characters. Mostly background extras and such, but I was curious to play around with it again after having used the program for a while.
I went in and opened the action .anme files that were part of the Character Wizard folder, and decided to make a couple adjustments to the jump action. Then I tried to make a character that was as close in proportion and style to the characters I'd been creating from scratch and realized that with some decent animation backing them up, they don't look that bad. (Still bad, but not THAT bad) And maybe that's the whole point, something kind of crappy to start with, but once you learn to manipulate things you can get decent results.
Anyway, the result of this is some testing, as seen above. On the left is the Character Wizard "mannequin" doing it's preset actions, the middle is the rig from the wizard stripped and re-vectored, actions adjusted. And on the right is one of the characters rigged as I created it, just doing his thing.
Now, maybe I'm late to the ballgame with all of this, and I've already been using multiples of rigs I've made and like as a template for new characters. But has anyone here worked with manipulating Wizard elements before? I've seen how individual pieces are laid out in their files, faces, feet, hands etc, and I think I could easily incorporate new material into those folders to make a quick character that's more to my liking. BUT (and maybe it's not worth it) I would be interested if I could fully customize the wizard, down to the rig and slider settings, and potentially be able to Wizardize fully customized characters myself based off of my art work.
The hang ups are that I cannot find the rig the wizard uses, nor whether or not I could even manipulate it. I cannot find the original walk cycle action, therefore have no idea if I can change it or where to place a new version. And I don't really know the programming behind the sliders. (I assume bone scaling for length and width scale on vectors for "shirt and pants" etc.)
Anyway, that's enough rambling about it. Perhaps these are all things that the program purposefully would rather me not screw with. Just thought it might be a giant waste of time initially, but have the potential to save a lot of time in the long run.
Since I'm a wordy bastard, here's the backstory behind it (bear with me?):
When I first started playing around with this software of course I spent a little time manipulating things in "Character Wizard" and for the most part found everything to be pretty awful. This was in actuality just a combination of silly and simplistic preset actions, as well as a very rudimentary art style that, to put it kindly, were not to my tastes. Well, last night I started wondering about it again, since the project I'm working on will end up having "many many" characters. Mostly background extras and such, but I was curious to play around with it again after having used the program for a while.
I went in and opened the action .anme files that were part of the Character Wizard folder, and decided to make a couple adjustments to the jump action. Then I tried to make a character that was as close in proportion and style to the characters I'd been creating from scratch and realized that with some decent animation backing them up, they don't look that bad. (Still bad, but not THAT bad) And maybe that's the whole point, something kind of crappy to start with, but once you learn to manipulate things you can get decent results.
Anyway, the result of this is some testing, as seen above. On the left is the Character Wizard "mannequin" doing it's preset actions, the middle is the rig from the wizard stripped and re-vectored, actions adjusted. And on the right is one of the characters rigged as I created it, just doing his thing.
Now, maybe I'm late to the ballgame with all of this, and I've already been using multiples of rigs I've made and like as a template for new characters. But has anyone here worked with manipulating Wizard elements before? I've seen how individual pieces are laid out in their files, faces, feet, hands etc, and I think I could easily incorporate new material into those folders to make a quick character that's more to my liking. BUT (and maybe it's not worth it) I would be interested if I could fully customize the wizard, down to the rig and slider settings, and potentially be able to Wizardize fully customized characters myself based off of my art work.
The hang ups are that I cannot find the rig the wizard uses, nor whether or not I could even manipulate it. I cannot find the original walk cycle action, therefore have no idea if I can change it or where to place a new version. And I don't really know the programming behind the sliders. (I assume bone scaling for length and width scale on vectors for "shirt and pants" etc.)
Anyway, that's enough rambling about it. Perhaps these are all things that the program purposefully would rather me not screw with. Just thought it might be a giant waste of time initially, but have the potential to save a lot of time in the long run.