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Published: 2018-03-27 18:58:01 +0000 UTC; Views: 782; Favourites: 9; Downloads: 3
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Description
So, I saw a bunch of people doing some stuff with animating their characters and got curious to see if I could do it.It's not as impressive as some other peoples' stuff, but as it's my one year anniversary of having this account, it feels like a fun time to see if I can bring another dimension to my weird little attempts.
And I can!
Sort of.
Thankfully, because Ami's an android, I can handwave how I'm not good at picking my keyframe poses yet by saying that Ami never quite moves right. Uncanny valley, right?
Might do some more later. Especially if I can figure out how to get the camera to move, which should make it even more fun.
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Special thanks to johnzero7 for the tutorial I used for this:
XPS, Blender, poses and animation
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Credits:
Meshmod Bibliography
Outfit: Amanda Ripley by jc-starstorm
Scene: Pc-mpa dark alley by agekei
Related content
Comments: 6
vasilnatalie [2018-03-30 19:58:28 +0000 UTC]
Very cool!
One way that you can accentuate your characters roboticism is by changing the weights. You're using very organic weights, probably from autoweights, but your mesh suggests rigid panels. If you separate out the panels, you can select each and give them stiff, solid weights (select all verts on a panel, make one of the selected verts active, copy weights on properties shelf.) If that ends up being too much, you can tone it down by mixing them back into your original weights via a data transfer modifier with a different mode than "replace."
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ArtificialFleshling In reply to vasilnatalie [2018-03-31 17:37:36 +0000 UTC]
The panels are a MASSIVE part of the next iteration of Ami's body for exactly those reasons. She's a recolor of an extant model (I'm new at all this, after all) that was emphatically NOT a robot. I'm just trying to make sure I get the right look for the joint areas now and there's more actual modeling going on in that newer version.
But until then... well, she's still quite organic.
Will definitely take your advice into account when I get to work on the next iteration because those select-all kinds of weights are TOUGH to make look right. But also it's going to be the best way to do it, frustrating as that is. Very exact work. But all the best work involves a lot of that very exact work. <3
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vasilnatalie In reply to ArtificialFleshling [2018-03-31 19:09:20 +0000 UTC]
I see. So are the seams just a painted on bump map right now? Trying to separate those panels to meshes will probably be a learning experience
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ArtificialFleshling In reply to vasilnatalie [2018-03-31 21:03:22 +0000 UTC]
It has DEFINITELY been an experience.
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Sasuke-Bby [2018-03-27 19:55:36 +0000 UTC]
ooo happy first anniversary on this account.
True though,it might be something small,it's nice to see some kind of life brought into things.
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