I’m sorry!Īnyway, the magazine is from Alternative Press’s January 2011 issue. I appreciate the Blender version is a stand alone work in itself of course, though I’d love to entertain developing this into a “close as possible” clone if we can.I don’t have a great camera or great lighting in my apartment now so excuse the flash. What I was trying to say before is that there are a certain group of Blender-hating “professionals” out there (maybe Blender-underestimating would be a better word) who I would love to show off this rig to, especially if we could get those last few things working (it’s amazing how quick people go “aha!” over one missing feature). It’s an excellent work and I’m really pleased cesio has put the effort into it. So then, back to the real topic: this Max rig. The phrase “ like your other threads” leads me to believe that you are already unfairly biased against what I am saying no matter what I actually write, which only causes continual misunderstandings. I do wish you would stop misquoting me though. Therefore, as I had been struggling to make Blender attain certain fairly simple tasks, I decided I would send you one such example, both because it would have helped me if you could answer the problem, and also because it was a practical “real world” example specifically addressing the questions you raised about whether or not certain features were a necessity. I thought that your previous answers were saying that you felt confident enough of Blender’s abilities that you would be able to work around pretty much any animation requirements of a production studio. Sorry my reply made you feel small pappy… was certainly not my intention. Oh, I guess I should say “Thanks” for the tone of your reply, it made me feel like a little kid again, been a long time since I’ve felt that way. Personally I could care less, I’m quite delighted with Blender and the direction it’s going as is. I was just courious as to why you feel the need to “turn heads”. Heck, I just might look myself in that case. Or perhaps you should post your rigging challange somewhere on the forum where others can have a crack at it. If there is great value in “custom attributes” or other non-Blender animation tools AND there is no reasonable workaround that is known to Blender riggers I would think that you would be best served adding a request for such capability to BlenderStorm. The requirements you are asking for have nothing to do with the realities of what I do. I don’t have the time or patient to deal with a thread like your other “Blender doesn’t work like X” threads.Ĭhallanging me to do what you want with that rig is rediculous, first of all I’m not a “trained” animator/rigger, just someone who uses Blender for occasional professional assignments for his business. Lancer, I’m not going to make you happy by giving you a foil for your personal Blender wish list. I will start another thread if more appropriate, though am currently replying to pappy’s responses. It’s not my intention to hijack this thread with another rig. This kind of spine is simple to set up in other 3D applications and I’m highly interested in making the same work for Blender …you up for the challenge? spine should bend smoothly throughout entire animations.hoop controllers to stay central to the spine they influence.Also, it is important (to the animators) that the pivot point of the controller hoops stay centred to the spine, and animators mustn’t be able to pull them outside of the body (making them external magnets), as would happen if you used the BSoD “bones along a curve” rig. The “curve” has severe kinks in it and the modifiers even cause warping in the pelvis mesh which they should not do. The basic idea is correct, and how I would like it: three hoop controllers around the shoulders, waist and hips to move the body into any kind of S-bend. blend file is a simple stick figure for you with a spine which has been badly rigged. Okay pappy, let’s take a simple stick figure rig which is “not too big of an ask” by production standards… Of course I do understand the power inherent in the custom attributes structure, the question is in the implementation and the preceived necessity of it. I have zero experiance with “custom attributes” but from the quick Googleing I did, there didn’t seem to be much there that could not be handled in Blender as it stands. Really? py-constraints/drivers and such won’t allow the same capabilities? (within the narrow framework of rigging constraints, that is)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |