Mini-Man Rigging 9/23/19

I’ve begun weight-painting, and while it is already a much slower and more tedious project than my last rigging, seeing as how it is all a single fully connected mesh rather than multiple objects turned into a single mesh. And also because it’s meant to look relatively accurate to a person, while the last one was just meant to be a character. Mostly I’ve had issues with values changing weirdly due to other influences, but I’ve gotten this leg working pretty well. I added temporary controls because the joints are oriented weirdly and i wanted it to be more straight.

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Mini Man Modeling

I didnt post much due to the fact that I was limited on time and had already completed a good chunk of the modeling process before the project started, just because I saw the video on a different website earlier in the year.finalpic.png

I completed the human modeling process and learned a bit more of how the process can go when modeling a character, mainly in rounding out certain areas like the head and the arms. A big part of learning the arms was seeing how to create a sort of bump on the shoulder that would better represent an arm, especially since it is starting out in a T-Pose and thus should have some skin and muscle bunching up there.

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I also learned about modeling a hand, which is something I’ve already been trying to learn in the past on my own with limited success. The fingers being naturally placed through the hand starting with 4 obvious spots seemed like a big help and having the thumb extrude from the base part of the hand.

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The rest of the project was pretty normal for modeling, but these are the big things I learned from this entire modeling process.

Face 2D Animations 9/17/19

Finished the 2D face project, so now I’m done with Adobe Animate for now. Main topics I’ve learned through these entire project is how squash and stretch works in 2D and generally how to animate and key 2D animation, mainly the differences between straight forwards and pose-to-pose between 2D and 3D, with the differences being more apparent through 2D animation.

Abomination 9/13/19

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So I’m working on an abomination, this is what I’ve got so far. Most of it has just been basic modeling to a cylinder for the head, spheres for the eyes, and two donut shape things for the eyebrow crest things. The legs are made from a sphere I completely broke, though I haven’t done much with them yet. I plan on this being a character I’ll add in to future home projects of mine, or even into school projects randomly if I’m allowed.

Most of the issues I’ve had with the character, since it is pretty simplistic, is just in making the corners of the mouth look good next to each other. It always looked relatively ok with the smoothed view but the unsmoothed view looked completely messed up so I spent a while editing that. Generally thats ok for now so I’ll start working on better detailing the whole face or on just adding a backside to the character.

Quick Start to Animation Project

This is the animation I created using all 3 of the animations created through the tutorial in a single video. Why a single video instead of 3 separate ones? Because A. I wanted it to be higher quality and wanted to refresh myself on rigging/weight painting and B. I’m an idiot.

Anyways most of the animation was simple, just making the character move how it needed to, but importing and using the animations through the Dope Sheet and Trax Editor definitely was the most challenging part of animating the scene. What took the most time, unsurprisingly and ironically, was creating the character.

Most of the character was annoying to rig, though I already have notes on how to do better in the future with rigging, such as creating the character in a T-Pose to make weight painting and creating a skeleton easier, though I do like the curve of my guys arms currently. Also I was able to put into practice a previous lesson of having the main control basically be a group with all the other controls and rigs and stuff (basically anything that wasnt his actual body) under it. This made the entire process of moving him around infinitely easier.