Polybook – Phil Osterbauer

Forum Archive Polybook – Phil Osterbauer

Viewing 7 posts - 46 through 52 (of 52 total)
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  • #44673
    smurfmier1985
    Participant

      @phoenix4690 wow, that’s a lot! awesome that you have acces to that 😊

      #44674
      Phil Osterbauer
      Participant

        @smurfmier1985  Yeah for sure, I’m going to have to take some time and sift through it. Would be nice to learn some creature animation.

        #44675
        smurfmier1985
        Participant

          @phoenix4690 I hear a flying dragonnn 😬

          #44676
          Phil Osterbauer
          Participant

            Its been a long time since I’ve updated this thing. I figure its about time to share what I’ve been working on.

             Its been a crazy busy year that gave me very little time to work on personal works.  However, I had time for e-mails and I didn’t want to just put my learning on hold. I decided to direct a project. I’ve always wanted more character rigs for Blender, so I figure I would try to have one made that I would really enjoy animating with. Battle Royal type games (PUBG, Fortnite, Apex Legends….) are really popular now, and I thought it would be fun to create a character inspired by those worlds. I got in contact with a concept artist and a character modeler and together we worked out, what I think, is a pretty fun character. 

            I learned quite a bit from that experience. Like what works and what doesn’t when generating ideas and how to properly convey those ideas to other people. It also taught me to rely on the expertise of the people I’m working with, and not get hung up on “my vision” as it brought the design in areas I had never thought and I think brought a lot more appeal to the character then my original character would. 

            With the model finished, and my life finally slowing down a bit. I’ve finally  had time in the last few months to learn about rigging  and dissect and study other rigs to see how they work. I’m slowly building up her skeleton and getting to a point where things are starting to make sense. 

             

            She still needs a face rig, some hair bones place, and a ton of polish on the weight painting. Having to spend a lot of time around the arm pits and the way the foot rolls. Once I get these things sorted out animation tests will begin, and then to figure out how to release her to the Blender community.

            So that’s where I’m at….sorry for being such a hermit lately. I’ll try to update again when the face rig is done.

            #44677
            Phil Osterbauer
            Participant

              After a bunch of study and time, I finally dove into the face rig. I’m pretty sure I have all the deformation bones plotted in. Just need to get the mechanisms working together with everything. What a complete brain tease this can be at times but I’m having a lot of fun with it. 

              #44678
              Morten Fjellheim
              Participant

                I see it keeps getting better!

                #44679
                Phil Osterbauer
                Participant

                  I’m super excited that the rigging of this character is “done”. I put quotes because now I get to finally test and animate the heck out of it! Will make improvements as required. 

                  The rig has:

                  • FK/IK switching for arms and legs (I hope to figure out snapping back and forth eventually)
                  • Foot Roll
                  • Space switching between local and world for arms and legs
                  • Neck Isolation
                  • An okay attempt at a facial rig
                  • Irise/Pupil Controls 
                  • Change color of the equipment lights along with turning them on and off.
                  • Weapon control, can switch between sheath, right hand, left hand, and world space

                  This is such a blast to work on, I can’t wait to show off some animations. 

                Viewing 7 posts - 46 through 52 (of 52 total)
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