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Yo.

No animation to show off.

Corrections on not only my script but on that tapp model and some scene building for the next section were "necessary":


1.  This is the base model without any bones for his jacket. Figured that his jacket would need some room to move whenever he will move, be it walking, standing up or sitting and avoid his jacket clipping through his legs. Who would want to walk in a frozen jacket anyway?

2.  Bones added to the jacket and parented to the his spine bones (meaning whenever his upper body moves, so does the jacket to spare myself from tedious work)

3.  No face bones at all. Wanna make him open his mouth? Forget it. Wanna make him blink? HAHA no.

4.  Bones added for eyebrows, upper and lower eyelids, forehead, 3 variants of cheek bones for each side, upper lip, lower lip, corners of the lips and nose.

5.   Just the weights of the bones (meaning which areas of the model should be affected whenever you pose or rotate the respective bone). The blue area is all that had to be assigned to the
bones.

6.  Carpal bones had to be added to the hand to allow more dynamic posing. Whenever fingers stretch, grab something or form a fist for example, the carpals should either expand or retract
to a degree to make it look more natural.

7.   Better view of the posed hand.

8.  When I thought the model was ready for animation, I noticed a ghost in the room. The inner part of his jacket is straight up transparant opening itself to the black void. Needless to day, we can't work with that.

9.  Different view where you can see parts of his pocket floating as its partnering materials just
disappeared in the ether.

10.  After some research, the problem seems to have to do with so called "normals", meaning parts of a geometry are directing in a certain way. To put it simply, the red part means "no material",
while blue means "material containing" and the materials would be the leather in our case.
Cool. And how do we fix this shit?!

11.   Those so called normals can be "flipped", so we would turn the blue area inside and red area outside of the jacket. Unfortunately, we can't do that either because then the backside of the jacket would be invisable while the inside would be visable.
After punching the wall for 5 minutes straight, I figured to just make a second layer of faces
(those triangular looking things of the geometry of our model), merge the edges to fill the gaps,
flip the normals of these copied layers in order to have the inside and outside of the jacket
show the material correctly.. in theory.

12.  And there it is : )

13.  Lastly, I've added some blood to his mouth since they got the shit beat out of them in the last WIP.


No more and no less.

Files

Comments

D G

Thanks for the update. I appreciate all the effort you're putting into this--most of the tech talk beyond "nothing here is made to animate so I had to do it myself" is sailing above my head, but it's an interesting behind the scenes look. Thank you!

R. Dunbar

People have been trying to sell these render models for years, giving us the idea that we could save copious time and effort by having the digital equivalent of an actor stand-in dropping by for a scene. But in this case it would be some boneless guy pumped so fulla botox that he can't even do simple facial expressions. This one should have been advertised as 'might make a good dead guy model for your next post-apocalyptic script.' I feel your pain.

PerfectDeadbeat

Yeah well, I'm not in a position to bitch about free assets or anything but I wonder what's the thought process behind those creations when you can't do much with these at all, be it posters or animations.