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3D 3d show off room


Okay, so I've been taking a break from Buzz. What have I been messing with? Simulating hooters! Might seem crass, but I've learned a lot about dynamics and physics simulation. In particular, Gravity and Spring.

This is what the rig looks like:

hooterrig.gif


By looking at it, you should get a decent idea of how it works. (Please pardon the mesh - I didn't spend a whole lot of time on it.)

When I make her run and jump and stuff, I get pretty good hooter motion. In the first few tests, I did get some crazy motion. Man, talk about some crazy bounce. Once I got the hang of the various attributes, I brought things back into the realm of believable.

(I'm sure I could very easily do the same for certain male parts.)
 
A Catholic priest who teaches biochemistry at high school (here in Absurdia) walks around in town with one of his students. A pretty girl passes and after a few seconds of silence the teacher says: " And say that what you see is almost nothing but water." "Yes," replies the student,"but what a surface tension." [innocent]
 
Stroker- DMH and Erik ... :bustagut: :bustagut: :bustagut: .... love it ... but beware, the ladies will reply!! :D :bustagut: :bustagut:
 
:shocked: hooters? :bustagut: Stroker! Don't mention the word "gravity" to a woman! [:I We know all too well about it... :\
 
Lol, it jsut gets funnier as it goes on.

Aside from this nutty conversation I have a question to ask. It's a little hard explain so bear with me and trying and sort out this mess.

I am starting to get into modelling since I saw some great robots on deviantart. Naturally, mokey see monkey do. I am try to work my way through a very simple robot, with very little 3d experience at all. I have come to the torso and need to create kinda a smoother out "T." It needs to have some armpits [excited] to acomodate the pivets points at the sholders. I am using 3Dsmax. Can anyone give me a bit of instruction on how to do this?

Sanby
 
I will load up my gmax version of SMax and see what we can come up with... hold in there Sanby, and yes, if you could even do a rough sketch of your robot it would be helpful :)
 
Uh, well, I loaded up GMax, to which, ... sorry Sanby... I think Max may have it's spot for sure, but low poly modeling ain't one of them, and though yes, there are many who do use it for such, I really have to question why... from object manipulation to rotating in 3D space, there are many better solutions to be found... good luck eh
 
Yeah, Sanby! Sketch! Or have you given up for now?

Looks like Buzz Lightyear of Borg is taking a big nap. I've been focusing on learning new 3d tricks. First there was hooter simulation, then cloth simulation, then simple parameter wiring, and finally forearm problem.

With all of this new stuff that I've been learning, I've already started a new character. However, you folks won't get to meet her until she is finished.

Rather than get deep into everything, I want to talk about the wrist/forearm problem. This was mentioned way back when I was doing Pui Pui and I never really got around to explaining - mostly due to lack of solution. Well, I sat down this morning and came up with the solution.

The wrist has two primary motions:

1. Rolling it around. This happens when you rotate the hand around 2 different axis. Can be any two axis. For me, this has been local y and local z. It's like drawing a circle in the air with your index finger by only moving your wrist.

2. Twist. This is rotation around the other axis. For me, this has been local x. In the arm, this is what you get when the radius goes around the ulna - you know, those two bones in your forearm. Basically going between palm up and palm down.

Now, you can rig to accommodate one type of motion - either one. However, when you try to do the other motion, things go wrong.

Let's say you want to accommodate twist motion. Fine. So you adjust the enevelope in the hand to taper down the forearm. When you twist the hand, the verts along the forearm twist less and less until you get to the elbow.

All goes fine and dandy until you try to roll the wrist. Why? Because the envelope coming from the hand and up the forearm will swing out. Very not pretty.

The fix is to break the forearm into several bones and have each one rotate less as the hand twists. This means that there has to be a seperate controller for the twist in the hand and forearm. I mean, you don't want to be able to twist the hand independently from the forearm, right? Right. This also means you have to get a little tricky with hierarchies and use expressions grabbed from the controller to control rotation around only one axis.

Blah!

Okay, so there is a dummy forearm bone running from the elbow to the wrist. The broken forearm bones are laid right on top of it. They are linked to it with the exception of rotating along the local x. A controller is added at the wrist and the hand is connected to the controller. The controller is connected to the dummy forearm. Since I don't want the hand to rotate local x on it's own, I locked it down.

Double blah!

So, if I want to twist the hand and forearm bones, I have to rotate the big yellow circle. If I want to roll the hand around the wrist, I have to do that on the hand itself. Two different motions covered with two different systems.

Then it's a matter of controlling and constraining the forearm bones to the local x of the wrist twister controller. The forearm.bone.rotation.x gets wired to the controller.rotation.x and an expression is used:
wrist1 * .66
wrist2 * .33

Oh, man.

I might not be showing off a model in progress or anything, but I am showing off.
 
I think I posted this elsewheres but anyways, here is a robot looking arm done in Wings3D to which you can see some of the different parts... this arm still needs stops formed and rams placed to move each section... anyways you get the picture... simple ball socket movement to be set through IK restraints... same same for each arm part... the wrist here still needs swivels modeled in... bla bla... just visulize how your arm is to look and move and then model the pieces.

the more you practice the easier it becomes to sculpt what you are thinking of or have sketched out... :)

Happy creat'n :)
 
haha, thanks Alister... it was just some fooling around... thats all I am basically doing these days... I take some primitive and move em this way and that, extruding here and there and then practice my divides to see if I can come up with something that looks cool with quads or not... that is the trick... doing up as many parts or areas as possible with as low a poly count as possible and take it out to the whole form you wish... then extrude region, and without actually moving something you simply click then right click and smooth and voila... only that area smoothes... and then upon completion you would select all edges, right click and choose hardness>hard, then export as say .obj into your fav 3D render app and things will be as were in Wings, ready to apply textures and render.

All in all I am finding the modeling aspect of things pretty straight forward, like sculpting in the add on and resize sort of way... no biggie at all, what I do find the tricky part is knowing when to start dividing... most of the time I end up doing it too early and then having to undo back to the chunky form so as to re-edit and add on in this stage first...

all in all I think I have it down, though now and again I sometimes endup with some tris to which I go in and start deleting and rebuilding the area so as to maintain that quad mesh... ah, it's a fun hobby for sure... maybe by the time I get a new machine I will have most of the primitive theories down and built out... custom primitive library from which to pick and choose parts from... and then it is just a matter of building even larger libraries until ya have enough parts and pieces, models to put together a scene worthy of all the time spent learning this stuff...
 
Very awesome though, even if your just messing around! What I would like for the maker of Wings 3d to let you put textures and images on the objects instead of just colours. ;)
 
haha, it's already there for ya Alister... just select the whole object you are lloking to texture then right click and select the option for UV... then choosing projection option and it will generate a map you may export into say PS for texturing, then import back to Wings and voila... hey just try it with a cube and start from there... if you have any difficulties just post which version you are working with and I will download said version if it is different than the one I am using... (.98.07c)
 

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