Simple 4 bone 3D head turn part2
Moderators: Víctor Paredes, Belgarath, slowtiger
Hmm...
I was thinking of scripting bone control for switch layers. That might come in handy.
It wouldn't be "automated" it would just allow keying switches using a bone. Just the same as keying a switch but you could move a bone to change a switch layer. Similar to how the switch slave script works. Keep all the key frames on the bone layer.
My thought would be to control the switch based on x translation of a bone or possibly rotation, based on how many layers in the switch. So if you have 10 switch layers the bone would activate each one by moving in a 5 pixel range or by rotating in 5 degree increments.
This would be cool... I love scripting.
-vern
I was thinking of scripting bone control for switch layers. That might come in handy.
It wouldn't be "automated" it would just allow keying switches using a bone. Just the same as keying a switch but you could move a bone to change a switch layer. Similar to how the switch slave script works. Keep all the key frames on the bone layer.
My thought would be to control the switch based on x translation of a bone or possibly rotation, based on how many layers in the switch. So if you have 10 switch layers the bone would activate each one by moving in a 5 pixel range or by rotating in 5 degree increments.
This would be cool... I love scripting.
-vern
Couldn't you use a switch for the "global eye mask"?Genete wrote:I doesn't work.
The mask of the shape of the eyelid should also follow the variations of the visible contour when the bumped eye moves. That is more difficult to achieve.
Anyway here is the file of someone want to play with.
http://genetita.googlepages.com/3Deye-front-side-b.anme
Add some additional points and "form" the bulge on the switch.
Maybe I'm not getting the idea.
-vern
3 bones for this nose. That makes still a very low bone count for the model.
http://www.wienertoonz.com/nose.swf
EDIT:
I tracked the nose with the camera in this version
http://www.wienertoonz.com/nose2.swf
D.K
http://www.wienertoonz.com/nose.swf
EDIT:
I tracked the nose with the camera in this version
http://www.wienertoonz.com/nose2.swf
D.K
anme file?DK wrote:3 bones for this nose. That makes still a very low bone count for the model.
http://www.wienertoonz.com/nose.swf
EDIT:
I tracked the nose with the camera in this version
http://www.wienertoonz.com/nose2.swf
D.K
I would like to attach this pretty nose to a pair of springy bones to reverse the point of rotation and link this nose to the face.
Keep it on!
In the "b" version of the anme file the global mask is a compound of the eyeball and the eyelid shape. The problem is the internal mask of the eyeball (what already is a switch layer) what don't fit the bumped eyeball correctly.heyvern wrote:Couldn't you use a switch for the "global eye mask"?Genete wrote:I doesn't work.
The mask of the shape of the eyelid should also follow the variations of the visible contour when the bumped eye moves. That is more difficult to achieve.
Anyway here is the file of someone want to play with.
http://genetita.googlepages.com/3Deye-front-side-b.anme
Add some additional points and "form" the bulge on the switch.
Maybe I'm not getting the idea.
-vern
Welcome back! I was a little strange that there were any comment from you in this incredible thread started by DK over his scale turn bone idea taken from muuvistTouched wrote:I had barely seen the post where DK remarked on Muuvist's technique when I had my computer trouble. Now I come back and see the whole world has changed. ^_^ Good work everybody. Now I have even more to learn.
Sure you have something to add to it.
(And I have improved my spoken English!!! )
This nose also masks out the opposite line as it turns.
http://www.wienertoonz.com/nose3.swf
D.K
EDIT:
I'm not quite happy enough with this to post the anme file just yet
but -
here's the preliminary result with nose attached to the head.
http://www.wienertoonz.com/nose4.swf
Cheers
D.K
http://www.wienertoonz.com/nose3.swf
D.K
EDIT:
I'm not quite happy enough with this to post the anme file just yet
but -
here's the preliminary result with nose attached to the head.
http://www.wienertoonz.com/nose4.swf
Cheers
D.K
Ok, I just woke up and have been to a conference so I have not had much time to post or play.
Here are the files and a problem I need someone to help figure out.
Here is the nose file. This nose works exactly the same as the head. Just a slightly different mechanism, similar to Genete's Springy Mechanism" (thanks for the inspiration). Use scale bone 1 to turn the nose and the side nostril bones for point control. The way the side lines are blocked out in each turn is done by using a top layer on the nose that is parented to points in a way so that each time the nose scale rotates this layer automatically blocks and reveals the lines. I am trying to stick to the same fundamentals of scale rotate to build all elements of the entire model.
http://www.wienertoonz.com/nose25.anme
Problem.
At the moment the nose is a seperate layer and is "Layer Parented" to the main bone rig. This works perfectly until you tilt the head in the FRONT VIEW. Then the nose layer tends to DRIFT to the side.
(see file headnose)
http://www.wienertoonz.com/headnose.anme
I need someone to work out why this is happening or work on and share a better parenting solution for the nose then the jobs near done .
Cheers
D.K
Here are the files and a problem I need someone to help figure out.
Here is the nose file. This nose works exactly the same as the head. Just a slightly different mechanism, similar to Genete's Springy Mechanism" (thanks for the inspiration). Use scale bone 1 to turn the nose and the side nostril bones for point control. The way the side lines are blocked out in each turn is done by using a top layer on the nose that is parented to points in a way so that each time the nose scale rotates this layer automatically blocks and reveals the lines. I am trying to stick to the same fundamentals of scale rotate to build all elements of the entire model.
http://www.wienertoonz.com/nose25.anme
Problem.
At the moment the nose is a seperate layer and is "Layer Parented" to the main bone rig. This works perfectly until you tilt the head in the FRONT VIEW. Then the nose layer tends to DRIFT to the side.
(see file headnose)
http://www.wienertoonz.com/headnose.anme
I need someone to work out why this is happening or work on and share a better parenting solution for the nose then the jobs near done .
Cheers
D.K
Last edited by DK on Thu May 17, 2007 4:07 am, edited 1 time in total.
Oh wow! I feel so guilty! I'm "stealing" all these great ideas. On my version I plan to have the nose "off to the side" so there won't be a need for a second bone layer for the nose. That's just me.
I will work on that nose later tonight. I am sure I can "fix" it... without surgery.
One thing that bothers me specifically about this particular nose... the outlines in the front view. I find the "overly defined" shapes to look... strange. I tend to lean towards a minimalist approach.
For instance the length of the nose from the front. Those lines on the sides... generally I would only want to see one side line drawn and have a more subtle line that defines the underneath part of the nose.
The side view when the nose turns is PERFECT. I will try to come up with a way using your system to change the front view in a similar way.
This is just a stylistic opinion on my part. I am nitpicking too much.
-vern
I will work on that nose later tonight. I am sure I can "fix" it... without surgery.
One thing that bothers me specifically about this particular nose... the outlines in the front view. I find the "overly defined" shapes to look... strange. I tend to lean towards a minimalist approach.
For instance the length of the nose from the front. Those lines on the sides... generally I would only want to see one side line drawn and have a more subtle line that defines the underneath part of the nose.
The side view when the nose turns is PERFECT. I will try to come up with a way using your system to change the front view in a similar way.
This is just a stylistic opinion on my part. I am nitpicking too much.
-vern