My first attemtp on box modeling with blender

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afecelis
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My first attemtp on box modeling with blender

Post by afecelis »

Hey guys; blender is really quite a tool! Its modeling capabilities allow me to do things much faster in some cases than in 3dsmax!! :shock:

Following one of those great tuts on the net I found an interesting one to box-model a character from concept sketches. This is what I got so far:
http://afecelis.gdlib.net/Blender/attempt_01.jpg

so no details yet for the eyes, mouth, nose etc, just the model itself. C&C welcome (I know Vermeer is gonna kick my arse badly!! :wink: )
Then my plan is to rig it and animate it. Let's see how things go! :D
vgmdev
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Post by vgmdev »

How is the x file export script for blender 2.41? None of the them work right
I wounder how's COLLADA is doing? I hared there’s COLLADA plug-in for ogre that is/was in development.
afecelis
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Post by afecelis »

Quick update: so I rigged it, created some basic materials, placed some lights and a camera and animated it in blender. Warning, the animation is not what you would call "a perfect walk cycle", but I'm working on it, hehehehe :wink:
http://afecelis.gdlib.net/Blender/morraco.mov
It's just a test animation of the model in action.
jam
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Post by jam »

Video should be called.

Gumby: the early years :D
puh
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Post by puh »

Very impressive, afecelis!
vermeer
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Post by vermeer »

(I know Vermeer is gonna kick my arse badly!! Wink )

Not really :p

I could advice to use wings better for the modelling side of things, but Blender is also good to go for that (not as good :p )

And anyway, you went accurate with the drawing reference, so, that's the good road. Next time to a more complex model , hehe. No, really I know youjust wanna practice rigging/anim. And btw, surely that sort of puppets is the pet kind you may be required to do from time to time for a video promo or intro at your company job. I think u did one in the past, if i remember well. But you were in the good side, modelling in wings :D

I know is only a first test attempt. Just two following steps in animation : move the torso, is natural some bouncing in walk, the torso if moves, removes the idea of body glued to some "air" point. Also, use constraints to empties (for example, there are other methods) to use this empties as "anclas" (spanish word) so that your feet stay glued to ground.(ik solver targets stuff) That way you move the whole armature without loosing feet position/rotation...

have a look again at the ring sample you downloaded from me of that worm for the ben's x exporter tests of 2.41. It's all there. The empties, the knees controlers. You can look at how constraints are set.Also, how skeleton is built.

A *very* basic sample, but drag the root, and see what I meant.

Indeed, for some reason , this important detail is not mentioned in usual tuts.. also, ghosting visual aid (you see in faded last frame/s silohuette) is of a very big help in other packages(but NOT enough to leave the foot/feet really glued to ground! )..I haven't checked much the new features, but I know they are in, and have had a taste of them.

You will also wish to add some knee orientation constraint, as once you added the empties as ik solver consraints fo rthe 2 bones leg chains, you'll wish to limit crazy rotation of legs (roll).Probably avoided wih the new limit axes feature for ik, and the lock axes. It's rapidly explained in the woman animation tutorial of the webs tuts you posted yesterday.

To be sincere I haven't played much with the new limiting option, but in other packages like XSI, is really good to have.


A good rig, in whatever the package, tends to accumulate loads of controllers and helpers, the idea is to force the character be easier to handle and faster, as when long frames animation, this becomes a must. Anyway, sometimes this rigs disallow control of other sort. I prefer the solutions where u can both IK and FK at any moment. IE, at jobs I tend to use character Studio or something superior (there are) , as is faster to handle with a tigh deadline. Anyway, I've handled XSI, blender, and max standard bones rigs, that are close to perfection, done in weeks even by good animators. I'm more of the practical/fast kind in that area, I get bored of polishing it, and finally just do a rig that works for essential stuff ;)
You know, I'm a bit opposite to Blender's old ways of doing. I only do it the hard way if really really I need it.
Finally making games again!
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vermeer
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Post by vermeer »

How is the x file export script for blender 2.41? None of the them work right
I wounder how's COLLADA is doing? I hared there’s COLLADA plug-in for ogre that is/was in development.

about x.works percet knowing a pair of things. Go to Ben's site.grab plugin and read doc there. I'm lazy to google fo rit now. Read very well the doc there, and dig here for my explanations about it. I yet had no time to make and upload that site with most demanded irrlicht gfx making questions & answers, and utilities. But it will happen. I just have like 3 pending $ related stuff. And one of is gonna be long term.


collada las time I checked, very recently, was not having bones animation support. but sure it'll happen and seems there's an intention of merging it in oficial blender; that's important.

cal3d works, but you needda dig very well at blender.org forums to find the real working exporter for bones, weighst , etc. This sort of thing is the kind I wanna be uploading/telling when havinga chance, once my site is up.
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afecelis
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Post by afecelis »

Jam wrote:
Gumby: the early years
hehehe, should be more like "the prehistoric years!" lol

Puh and guys, thanks for the comments!
Vermeer, thanks for the feedback! :D That was short!....for you! :wink:
Thanks for all the valuable tips. I'm re-checking your file again. You're right; I haven't worked on any constraints here.

I'm very impressed by Blender's rigging capabilities though. I don't mean to exaggerate but it kinda behaves better than 3dsmax's. :shock: I mean, once you rig and assign it to your character it moves as you would expect it; in max, things move the opposite way of what you imagined! :D
vermeer
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Post by vermeer »

I don't mean to exaggerate but it kinda behaves better than 3dsmax's.
You actually do exaggerate ;) ;)

in max, things move the opposite way of what you imagined!
That's cause actually you told it to move the opposite way ;)

I use it at work for animation, among many tasks...

Max hugest lowdown to me is price...Price only. A bit of more stability would be ok, too.

That said, today you can do any advanced and realistic character animation for games with Blender, and using x, also for irrlicht.

BTW, I tend to really dislike to model and uvmap with max(personal fobia)...I have my free/cheap tools for that which I prefer.
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afecelis
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Post by afecelis »

yup I know, good'ol Unwrap 3d. It's a great piece of software for its price. And beleieve it or not, many ppl, even owning 3dsmax, prefer unwrapping with it! :wink: (myself included!)

and I also agree Max should revalue its price; most of its competitors have better prices nowadays. Even Max's updates are becoming way too high for a budget not to mention Autodesk's policy of releasing a version per year! arrrrghhhhhh, now I'm getting mad!!!! again!!!!! updates1!! killing me!!!! arrggghhhhh :twisted: :twisted: :twisted: why is everything $$$!!!! arghhh!! ·%$%·$%·&%!!! calming down...blender... is there...blender...is freee...oh yes... wings3d too...oh nice! ...yafray...and kerkythea.. make amazing renders...ahhhhh...ahhhh...cheap tools are still available....mmmm....Giles...Deled...3dws....nice....need more loaders....fragmotion...chfx....mmmmm...zzzzz....zzzzzz :wink:
gfxstyler
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Post by gfxstyler »

and I also agree Max should revalue its price; most of its competitors have better prices nowadays. Even Max's updates are becoming way too high for a budget not to mention Autodesk's policy of releasing a version per year! arrrrghhhhhh, now I'm getting mad!!!! again!!!!! updates1!! killing me!!!! arrggghhhhh Twisted Evil Twisted Evil Twisted Evil why is everything $$$!!!! arghhh!! ·%$%·$%·&%!!! calming down...blender... is there...blender...is freee...oh yes... wings3d too...oh nice! ...yafray...and kerkythea.. make amazing renders...ahhhhh...ahhhh...cheap tools are still available....mmmm....Giles...Deled...3dws....nice....need more loaders....fragmotion...chfx....mmmmm...zzzzz....zzzzzz
and people complain that im getting mad when i freak out on n00b-posts ...

lol :D thats hardcore


anyway, thats a funny model you made there afecelis! it kinda makes me feel hungry, though. make it yellow and it looks like moving 3D- .. whats the word ... chips? pom frites?

see you!
hybrid
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Post by hybrid »

It's "french fries" but that would be a rather fat one :lol:
afecelis
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Post by afecelis »

hehehe, I think it's a good reaction, Gfx! It's important that models communicate something, in this case, hunger or craving for something, hehehe :wink:

I'll call him, chippie. Although it looks more like a french fry than chips. :wink:
rooly
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Post by rooly »

i look at the thing and,

all i see is a drowning potatoe...

maybe i'm just weird
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TheRLG
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Post by TheRLG »

Hey, he might look like chips to some british people :P

This looks good! I have to start this soon to make a new character for my maze game. Not looking forward to it...
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