Dragon Knights Course

Forum Archive Dragon Knights Course

Viewing 15 posts - 16 through 30 (of 53 total)
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  • #32020
    pieriko
    Participant

      Well it might not be a problem of topology, @dolores74  Could you provide a wireframe of your mouse?
      Are you using any corrective hsapekeys?

      In this kind of character and rig, it’s the go to for shoulder deformation. This could be fixed in few minutes.
      Shoulder is the hardest part of the body to be rigged.

      BTW, I’m currently recording the rigging course. And I’ve just achieved that before going to bed.
      It is 100% bone based without any corrective shapekeys. A special something something I’m preparing 😉

      #32021
      Dolores 74
      Participant

        Sir, your course has 11 chapters. I needed one week for chapter1. With this velocity I will need ‘plus ou moins’, 3 months to go true it all !!!

        And you already have the rigging course waiting for me ???

        #32022
        pieriko
        Participant

          Topology is fine.

          Drop me your model and I’ll fix deformation for you.

          That was the goal of this training course. Doing something in depth so that people get what they have paid for 😊

          #32023
          Dolores 74
          Participant

            I will delete this tomorrow (Monday) when I come home from my job. To many Mb’s on my server.

            (link removed)

            btw, the rigging of the mouth I’ve got from your dog course.

            #32024
            pieriko
            Participant

              Your model is very good. Nice topology, weight painting is also pretty good.

              One thing you should know, is that you shouldn’t get this kind of pose. When you lift your arm more than 90°, the arm bone doesn’t rotate anymore, the shoulder start rotating to complete the 180° rotation toward the top. So, in this case your model is already fine.

              Anyway, here is the process :

              1) Lift the arm and enable mesh deformed display in the rig modifier

              2) Create a base shapekey (needed to have a starting point) and a second shapekey that will be your corrective shapekey.

              3)In edit mode, refine the topology of the shoulder while your character is posed (make shure the cor shapekey is selectionned)

              4) You can see the result of the shapekey when arm lifted and in rest mode. We need a way to trigger the shapekey when the arm is lifting. Add a driver to the shapekey (set later)

              5) In the graph editor, go to driver (instead of F curve in the bottom menu), choose avera velue instead of scripted expression, select deformation variable, select the rig, the deformation bone,  X rotation in local space. You can see the value appearing. It’s the little white and red square on the graph settled by 2 dotted lines. 

              6) Rotate the curve points till you get a 1 value on the Y axes and make sure that the first handle is set to 0 at the origin on X and Y axes of the graph editor (we can use modifier to do so instead of manually editing the curve)

              7) done, now when you rotate the arm up, the shapekey is triggered and you get nice deformation

              I’ve shown this process in an old video that is still relevent even if the UI has changed a little 

              #32025
              pieriko
              Participant

                Here is the stress video for the deformation rig.
                Not that bad, I think most pose are achieved with enough believability and smoothness

                #32026
                pieriko
                Participant

                  I’ve been working on characters rigging and animation for a year on a soon incoming game . I will definitively add this tentacle rig I’ve just finished to my incoming rigging course.

                  #32027
                  Dolores 74
                  Participant

                    I need more hours in a day, something like … twice as much.

                    #32028
                    Dolores 74
                    Participant

                      #32029
                      danpro
                      Participant

                        Pretty clever bit of rigging on those tentacles, @pieriko

                        #32030
                        Dolores 74
                        Participant

                          Chapter 3 ; the eyes and teeth.

                          Chapter 4 ; is the armor. I guess I have to ask Google, what armor does a  mouse knight wear ?

                          #32031
                          Dolores 74
                          Participant

                            Ready to be armored. (Found what I want 🙂

                            #32032
                            pieriko
                            Participant

                              Hi  @danpro !

                              Thank you. I love what you do on your youtube channel.
                              What acommitment to the community. Love your rigging skills, you’re one of my inspiration for sure.

                              I’ll release ashort tip tutorial tomorow to get rid of IK poping issues. I’ve found a hard trick and then after research I’ve found such a simple solution.

                              Also, I was planning to reach you because I was wondering if you could give me feedback on my further rigging course before I release it (I’ll push you a copy).

                              Thanks for passing by.

                              #32033
                              pieriko
                              Participant

                                Your topology is pretty good.
                                We’ll use a mesh modifier to rig the short pants. Will be way easier to skin.

                                #32034
                                pieriko
                                Participant

                                  Looking forward to it 🙂

                                Viewing 15 posts - 16 through 30 (of 53 total)
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