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Author Topic: So I Finally Try "Subdivision"  (Read 22422 times)

CoriDavis

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Re: So I Finally Try "Subdivision"
« Reply #15 on: November 12, 2011, 06:43:44 pm »

I'm going to take a break from those pesky eyelids and work on skinning and run/walk sequences. Somehow the crash problem fixed itself, so I was able to skin it, only the legs are so close together that it's almost impossible not to paint one leg without paining another one! Did I mention I hate rigging quadrupeds?
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davdud101

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Re: So I Finally Try "Subdivision"
« Reply #16 on: November 20, 2011, 01:07:51 pm »

Well, why not just use influences instead? I definetly hate most rigging in general, but I bet quads are the ultimate in being esay to hate rigging.
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Modeler_in_the_Myst

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Re: So I Finally Try "Subdivision"
« Reply #17 on: November 20, 2011, 02:43:12 pm »

Translating a 2D image into a 3D shape always has issues, but this is quite impressively organic looking, even without subdivision.
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CoriDavis

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Re: So I Finally Try "Subdivision"
« Reply #18 on: November 25, 2011, 01:48:39 pm »

I FINALLY got those stupid eyelids to work and I made a walk cycle. I'm not sure I'm entirely satisfied with how the skinning turned out though.  I think the problem is that the back legs are bending oddly. I'll post a fix later

Edit: Fixed the bendy legs, but I think I'm missing a step in the sequence, I just can't figure out how to fix it. I also want to make some slight model changes since the chest looks a little square.

Edit 2: fixed chest and tried to add some movement in the hindquarters

Edit 3: Made my first canon pony, Pinkie Pie! I'm starting with the earth ponies since I already have the base, then I'll move on to unicorns when I add the horn, then the Pegasi because the wings will be somewhat difficult.
« Last Edit: November 26, 2011, 05:56:22 pm by CoriDavis »
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dwsel

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Re: So I Finally Try "Subdivision"
« Reply #19 on: November 27, 2011, 08:26:42 am »

Hair looks really good! Can you show the mesh of them?
Hind legs even after tweaking still look painful. They're too... bendy? I'm not sure if it's a problem with joints in the wrong places or too few divisions in the mesh.
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CoriDavis

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Re: So I Finally Try "Subdivision"
« Reply #20 on: November 28, 2011, 05:40:49 pm »

I'm not sure on the legs part. I'm thinking I should somehow try to get more hip movement since it looks like it's only moving from there the "heel" is supposed to be and it's not swinging like a leg normally would.

As for Pinkie's hair... you guys are going to hate my wireframe...

I finished Applejack as well. People weren't kidding about the hat being hard to fit between her ears!

Next I'll be moving on to the unicorns, starting with Rarity. Her hair will be a major challenge.
« Last Edit: November 28, 2011, 05:49:40 pm by CoriDavis »
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Modeler_in_the_Myst

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Re: So I Finally Try "Subdivision"
« Reply #21 on: November 28, 2011, 07:19:26 pm »

The forelock of pinkie pies mane in subdivision mode looks more like an extruded 'tongue' rather than an extension  of the main body of her hair in my opinion. Otherwise really good, just shows me how far I have to go.
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ENSONIQ5

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Re: So I Finally Try "Subdivision"
« Reply #22 on: November 29, 2011, 02:55:50 am »

Those meshes look ok, from what is visible in these views.  There's a few tri's at the ends of the mesh sections that appear to be modified spheres, but they aren't going to cause any major problems as it doesn't look like there will be any morphing happening in these areas.  Subdivision works best on quads (4 sided faces) and can go a little odd on 3 sided faces (tri's), if you convert a basic Anim8or sphere into a subdivision and look at the 'polar regions' of the sphere you'll see what I mean.  In wireframe view you can see how the subdivisions create odd shapes in tri's.  Anyway, the bottom line in all things graphic is that if it looks right, it is right, and I think you've done a great job with these models.

NOTE: Re the walk cycles, as you mention the body is a little rigid, which is a very common problem when animating things that are static in real life (ie. plastic toys), since it is not always obvious how things should move.  One simple method you might want to consider is to twist the body at the 'waist' in the walk cycle, so the shoulders pivot one way while the hips pivot the other way.  You'll need to adjust the leg motion in a further axis to stop the them swinging out during the cycle, but I suspect it would be simpler than attempting to get the haunches themselves moving.  This body-twist is actually quite natural and would definitely be a part of a detailed quadruped walk cycle, I am just suggesting that in this instance it might be an effective replacement for haunch movement, which looks like it could be quite tricky to accomplish.
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CoriDavis

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Re: So I Finally Try "Subdivision"
« Reply #23 on: November 30, 2011, 08:44:44 pm »

Ok, I need HELP here. Rarity's hair? Yeah, I don't even know where to start. Definitely not a circle like I usually do. How am I going to do this?
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Modeler_in_the_Myst

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Re: So I Finally Try "Subdivision"
« Reply #24 on: November 30, 2011, 09:02:07 pm »

The slow way, extrude and angle edges incrementally?
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Water Music

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Re: So I Finally Try "Subdivision"
« Reply #25 on: November 30, 2011, 09:26:15 pm »

On a subtle note, when a deer is walking the forward foot slightly leads the motion of the opposite back foot:  forward right foot starts moving, shortly followed by back left, then as back left is landing forward left starts moving.  This gets closer into synch with the front feet moving close to the same time the faster it goes.

My take on the hair would be to take a long rectangle primitive with a number of divisions along the long axis and twist and tweak where necessary.

And a quick debate to Ensoniq5's point about tris: quads look better the smoother you want the image to look; however, since Anim8or doesn't have any creasing functions in its subdivisions (there is a field, but it doesn't seem to do anything) I find I tend to use tris in areas I want creased -> more edges = less smoothness.  Sometimes that is the effect you need for certain areas.
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ENSONIQ5

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Re: So I Finally Try "Subdivision"
« Reply #26 on: November 30, 2011, 09:34:41 pm »

I agree with WM re the method of modelling Rarity's hair, it looks more or less like a twisted ribbon, at least in this view.  If you have any other views of this character (ie. if it was a plastic toy, are there any images available from different angles?  The toy makers would have faced the same problem.  I would check but I'm typing this at work and I'm not real comfortable surfing for images of cute unicorns... not good for my image!).

Regarding creasing in subdivisions, I normally use 'edge reinforcement' to do this.  This method involves running additional vertex lines (ie cutting faces) close to, and parallel with, the line to be creased.  This forces much tighter subdivision in this area allowing sharper corners at vertex points, resulting in a crease.
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fromsoysauce

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Re: So I Finally Try "Subdivision"
« Reply #27 on: November 30, 2011, 11:39:39 pm »

I thought I was the only brony that used anim8or.
*Brohoof (^ -^)/)

Anyway, Your model looks good from the side angle, but the rest of it doesn't look round enough. If you have any of the toy's you could use them as a reference to understand what I mean.

Namely the your legs look more like triangular prisms than cylindrical tubes.

But I would highly recommend you take a look at these 3D pony models if you haven't seen them already, they would make an excellent reference image.

http://kp-shadowsquirrel.deviantart.com/art/Pony-Model-Download-Center-215266264

Another thing that bothers me a ton is the face at the front angle. You know how I said your legs are to triangular? Well your face is too spherical. It needs to converge the closer it gets to the front of the head, because they eyes should be a lot less far apart so that your pony can have stereo vision.
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CoriDavis

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Re: So I Finally Try "Subdivision"
« Reply #28 on: December 05, 2011, 07:21:51 pm »

I finished Rarity! The hair was such a pain! and I'm sure you will all agree that I've created the worst wireframe in history. The left side also looks horrible, but I might try to fix that sometime in the future after I finish the "Mane Six"

ENSONIQ5: The hip movement in the walk cycle was just what it needed! Only I'm still trying to find that missing step.

Water Music: As for the walking, I'll probably use my horse walk cycle again instead of winging it.

fromsoysauce: Yay! (\(^- ^) But unfortunately, it's a little too late to change the shape of anything since I've already made copies and models. Also, if I change the shape of the head, the eyelids will no longer work and you know I got very frustrated getting those to work in the first place.

And the hair, I did use extruded rectangles and it worked. It was just really time consuming.
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fromsoysauce

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Re: So I Finally Try "Subdivision"
« Reply #29 on: December 07, 2011, 01:07:47 pm »

If you say so, but I do feel a need to tell you that the face is done so strange on your model, and it bugs me a lot, and fixing it would be more than worth it.
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