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Artwork => Anim8or Challenges => Topic started by: Raxx on June 05, 2015, 05:17:19 pm

Title: Skertch #1 -- [ Model A Mannequin ]
Post by: Raxx on June 05, 2015, 05:17:19 pm
[ Model A Mannequin ]

(http://images.utrechtart.com/products/optionRegular/C2FInc/C2F-12-female-mannequin-55642_X.jpg)
By itself, a powerless puppet

Welcome to the first Skertch. A Skertch is a mini challenge. A mini challenge involves tasks that are fairly simple, easy to do for individuals. However, these Skertches can lead to more than just a simple trivial practice in CG. Keep that in mind!

Skertch #1 -- [ Model A Mannequin ]
Model a 3D Mannequin. A Mannequin, in animation, is a body whose parts are separated at their joints and animated without mesh deformations. That is to say, they aren't skinned (in Anim8or terms), and instead the individual parts are assigned to the individual bones in the underlying rig. The purpose is to focus on form and gesture through actions in animation, enabling the user to strengthen their foundations and conceptualize ideas.

Requirements

Anim8or Terminology

Post a simple render and attach the .an8 file and any associated files in the same post!
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: ENSONIQ5 on June 06, 2015, 02:43:51 am
"It does not have to be a human".  Hmm, endless possibilities....
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: davdud101 on June 08, 2015, 05:39:11 pm
Alright, I'll do it, just because I've been off so long that I need to make sure I remain brushed-up with the tools.

Can the meshes be sudivides, or only meshes? And do we upload photos or an Anim8or file?
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: Raxx on June 08, 2015, 05:53:06 pm
They can be subdivision meshes or regular meshes. Upload a render and the an8 file.

I intend to do something as well, of course.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: captaindrewi on June 09, 2015, 05:59:17 am
i am also skertching.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: davdud101 on June 09, 2015, 02:48:14 pm
I really hope some of the new users catch on here... This seems like a fun challenge!
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: DragonSlayer on June 09, 2015, 05:07:46 pm
I decided to do a spider. I might try to rig it later, but since it's not part of the skertch. It's not in a "standing" pose, so I guess it's in a sorta dead pose.

Took about an hour or two of messing around, with a lot of copy pasta (in a probably inefficient process).

Thanks for the challenge Raxx, it was a fun and quick thing to do.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: Raxx on June 09, 2015, 06:07:39 pm
DragonSlayer, thanks for the first entry! Looks like the spider will be able to animate well :)

The next one or two skertches will involve using these mannequins, hence why rigging it now is forbidden ;)
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: davdud101 on June 09, 2015, 08:18:48 pm
Great method for a sort of "learn as you go" tool, Raxx! Mine is now attached
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: Raxx on June 10, 2015, 12:34:51 am
Looks good davdud101! But holy toledo, those arms are super dense with polygons! I bet you can get the same shapes with subdivision meshes instead. Might trim 5 mb off that 5.4 mb file size :o

Also, feet and shaped hands (they can just be wedges like seen in the first post) make a huge difference to human animations and expression through motion. If you're not adverse to adding 'em, I'm sure Manny'll thank you for it ;)
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: kreator on June 10, 2015, 05:45:43 pm
My 20 minutes worth.




Had to set it in a Pose, couldn`t just leave it flat!

Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: davdud101 on June 10, 2015, 10:57:54 pm
Looks good davdud101! But holy toledo, those arms are super dense with polygons! I bet you can get the same shapes with subdivision meshes instead. Might trim 5 mb off that 5.4 mb file size :o

Also, feet and shaped hands (they can just be wedges like seen in the first post) make a huge difference to human animations and expression through motion. If you're not adverse to adding 'em, I'm sure Manny'll thank you for it ;)

Whoops- I must've NOT reduced the divisions before converting them to meshes to be mirrored.

Below is my re-done version of Manny. I added hands and feet, and tried to give him a bit more of a 'boyish' stance. Actually shaved 5mb off  :D
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: captaindrewi on June 11, 2015, 08:53:50 am
Took me ages.all a bit basic/clumsy even so.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: Raxx on June 11, 2015, 01:07:29 pm
davdud101, much better! Mirroring subdivision meshes always seemed like something that would be easy for Steve to implement. Someday....

captaindrewi, practice makes perfect :) If I may offer a critique: the legs seem to have an extra joint at the hips, making it more like a robot or toy. If that's intentional, no problemo. However if it's meant to be human then it may be better to remove that extra curved segment and just attach the thigh to the hip, otherwise it'll be hard to realistically portray human motion! I guess while I'm at it I should mention the lack of pinkies, but then it doesn't really matter if it doesn't matter ;)
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: captaindrewi on June 11, 2015, 01:34:04 pm
yeah all deliberate...went for the classic disney toon solution with the fingers.
yeah it does look very robotty but i'm ok with it but might change. :)
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: DragonSlayer on June 11, 2015, 03:46:56 pm
davdud101, much better! Mirroring subdivision meshes always seemed like something that would be easy for Steve to implement. Someday....

Weird, I've been able to mirror subdivision meshes, and convert mirrored into subdivisions (that remain mirrored). The only tool that doesn't work with them that I've noticed is the add edge tool. (I'm using version 1179)

A short gif like this isn't the best proof, but I'm too lazy to record video of me doing it. I did an extrude, then moved the resulting faces.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: Raxx on June 11, 2015, 04:10:38 pm
DragonSlayer, I'm talking about Build->Mirror Image, not active mirrored shapes. I suggested changing the names and features of the mirroring tools in the past but hey, who doesn't like confusion in a tool aimed at beginners :P
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: AlecJames on June 11, 2015, 06:45:19 pm
I don't know what it is or how it evolved.  Maybe it flew into a window at high speed?  Is it easier to make a skeleton in figure editor and attach shapes to the bones?  I found that aligning the shapes was fiddly. 
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: davdud101 on June 12, 2015, 10:08:39 pm
@AlecJames, one thing I particularly like about your style is that it's both simplistic, yet accurate. I feel like you always know what you're aiming for. Nice work :)
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: AlecJames on June 13, 2015, 12:28:44 pm
Thanks davdud101 :)

I found an image for inspiration and then set about re-creating it in 3D. 

I hope I haven't deviated too far from the rules. 

I can't remember why - part way through I joined the top part of the legs to the body with join solids.  Once done, I cannot see a way to split / ungroup or otherwise separate - can it be done? I tried selecting the points so I could cut and paste but it wouldn't let me cut.  It won't take long to delete / redo those parts, I was only asking to see if there is a way.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: kreator on June 13, 2015, 05:35:02 pm
To Split/Separate parts from a joined solid, select all their faces in point/edit mode, and go to Edit/Detach faces.
 In object mode you then be able to move the detached object
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: ENSONIQ5 on June 13, 2015, 09:40:08 pm
This reminded me how rubbish I am at organic modelling, but on the up-side I have a much better understanding of T-Rex anatomy!

The difficulty with this 'mannequin' is that it isn't really possible to simplify the structure anything like as far as you can with a human, since the spine and tail need to be much more flexible if the model will eventually be pose-able.  I reduced the number of vertebrae significantly but it'll still be a bugger to rig. Having bitten off more than I can chew again, I look forward to the 'chewing like crazy' bit to come...

NB: I added some articulation mechanisms as separate shapes to make it appear more like a physical mannequin, however these can be removed with no effect on the eventual rig.  Also, while the teeth aren't strictly required, it looked silly without them!
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: AlecJames on June 14, 2015, 04:23:47 am
Thanks Kreator - it takes only a few seconds when I found "select connected" - so simple when you know how :) 

ENSONIQ5 - impressive. It would have taken me ages just to get a collection of boneish objects :)
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: ENSONIQ5 on June 14, 2015, 10:12:45 am
It would have taken me ages just to get a collection of boneish objects :)

The majority of the bones started as simple, low-poly lathed cylinders that were tweaked a bit before subdividing and there's a fair bit of shape duplication (finger and toe bones & claws and the ribs are all identical other than scale, and there's only three types of vertebra).  The skull and pelvis were most complicated due to the really unusual shapes that are tricky to gather from photos.  These and the breastbones started as extrusions from a free-hand closed spline before being manipulated into something like the shape required and mirrored.  It did result in some tricky mesh cutting to ensure all quads, to be honest it probably would have been better to box-model the skull in particular.  As I said, I suck at organic modelling!
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: KyleSan on June 21, 2015, 02:22:58 pm
Hi guys, its been forever.

Made my entry today. Look forward to seeing how this skertch thing evolves.

Cheers
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: davdud101 on June 23, 2015, 04:40:16 pm
WOW Kyle!! I love your design... very nice 'humanescence' (a word I just made up), nice feline accentual features, and overall clean and well-modeled. That's one I'm eager to see rigged and animated.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: KyleSan on June 23, 2015, 11:59:49 pm
Thanks davdud. I look forward to seeing how this skertch will evolve. All the models on here look great. Im also glad to see how many people replied to this thread. Our little anim8or community is hungry for a little interaction haha.
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: davdud101 on June 24, 2015, 08:07:17 pm
I'm with that, Kyle, interaction... It's nice to see a new challenge that everyone can easily and quickly jump into.

Curious, Raxx- when does the challenge 'end'? (or we move to #2?)

I sadly don't think I'll be able to do any further challenges because I'm moving out of the country for a year and I'll only have my Macbook :'(
Title: Re: Skertch #1 -- [ Model A Mannequin ]
Post by: Raxx on June 26, 2015, 10:22:46 am
Great work guys :) I'll post the next challenge up shortly. These challenges don't have an end date, people who want to post an entry (like me ;)) can do so at any time.