Yay! That’s done. – Weekly Update February 2, 2016

Hey! Happy Groundhog Day! I’m not really sure I care if the groundhog sees his shadow. The weather is so messed up I don’t think his shadow is going to make much difference if we get an early Spring or not. Mother Nature will do what she wants.

Yay! I finished the rig for Sticks. Well, sort of. I’ll get to that in a moment. I was so glad to finish building the rig. I did want to scream though. Remember that problem I was having with the arms when scaling the global control? It’s what prompted me to start the rig over. Well, it gets fixed in the rig clean up step. Talk about annoying. It wasn’t the easiest thing though. I had some trouble getting the helpers just right. I had to do some weird finagling to get them to not flip out on me.

So here’s how it looks, just the bones, all done up. And also a picture of the rig next to the mesh. Kind of cool I think. Sticks_3d_connected_01292016a_sm_wmSticks_3d_connected_01292016f_sm_wm
Sticks_3d_connected_01292016b_c_sm_wm

 

Here’s a view of the finger rig that was one of the last steps. I didn’t have as many bones to deal with since Sticks doesn’t really have fingers. But I do want to be able to bend the hand like he does have them so I used fewer joints. I ran into a little issue with the control for the Sticks_3d_connected_01292016c_sm_wmthumb. One of them, because of the way it’s oriented and because of how Sticks is designed, the control was buried in the mesh and I couldn’t click on it to manipulate it. So you can see here the original layout of the finger and thumb control and then where I just adjusted the placement of the control so I can get to it.

 

 

Sticks_3d_connected_01302016b

 

 

 

After the rig is built, the next step is to skin or envelope it to the mesh. Or is that the mesh to the rig? Either way the process involves selecting the mesh, applying a skin modifier to it and then adding the bones from the rig that you want to impact the behavior of the mesh. Here you can see the modifier panel for it. There’s way more too it. This is just the modifier and the list of bones.

 

 

 

 

 

Enveloping the mesh and rig isn’t the end. Some strange things can happen with the process and you can have a head bone having influence over a vertex on the foot. This can cause pulling and stretching. Also the mesh will deform, like our skin does, when the rig is moved or posed and that too can cause stretching and pulling, some of which is very ugly. Here is a close up of an example of some of what happens. So this now has to get cleaned up.
Sticks_3d_connected_01312016a_c_sm_wmThe part where the bones from the rig impact the vertices on the mesh is basically called weighting. There is probably some better more technical term for it but Sticks_3d_connected_01302016c_sm_wmthat’s what I’m going to use. So what happens is the different bones have influence over different vertices. Some make perfect sense, the head bone will influence the head mesh. The last index finger bone will influence the vertices of the end of the index finger, but also some of the vertices of the index finger that are a little closer to the hand. Then there are the weird ones where the head bone might influence a vertex on a foot or a right foot bone might influence a left foot vertex. During the weighting, or re-weighting process you go in and adjust the amount of influence a particular bone has over the vertices. Here’s what it looks like when in that mode.

To help with the process of weighting it’s best to set some key frames and then pose your character so you can scrub back and forth from a neutral pose, where everything looks fine, into a more action pose where it might not look fine. The goal is for the mesh to
look nice and smooth in any pose. Here are a few poses for you to enjoy.
Sticks_3d_connected_01302016a_c_sm_wm Sticks_3d_connected_01312016d_c_sm_wm Sticks_3d_connected_01312016f_c_sm_wm Sticks_3d_connected_01312016g_c_wm
You may notice, in the poses where his arms are at his sides or on his hips that his wrists look odd. That’s where I made a mistake with my weighting. I will have to go back in and fix that. I had something all messed up and in trying to fix it, I messed it up even more. I ended up assigning all the wrist vertices to only the hand bone and so when his hands are down, gravity takes over and since there is no influence from any of the arm bones there is nothing to tell the wrist how to hold it’s shape. I was a little frustrated and distressed at the prospect of trying to fix this until I remembered that I may have a way to get back those weight settings from before I messed it up. There was a step, where in showing how to fix something else, the tutorial has you save the envelope weights and then reload them. I believe I still have that file. I should be able to remove and then reapply the weights. It was part way through the process so I will have more to re-do than just the wrists but I think it will actually be easier. I’m going to try it.

You might have noticed the different colors and materials that I applied to Sticks, in the different poses. I had him in a base pink while I was working on the rig just to make him easier to see and see through. I like the dark sort of composite look but I thinks it’s too dark to really show personality so for now I’m going to go with the grey matte look with the blue reflective highlights. It’s much friendlier looking.

Of course, even with the wrist issue, I was and am very excited to have the rig done. I had to see how he is going to look as I make him move so I created this very short, as in don’t blink or you will miss it, animation. It’s just a test to see how it looks.

This is by no means the last you will be seeing or hearing of Sticks. I have at least one still image to setup and capture of him right away. After that, I have an animation in mind that I want to use him for so I will be working on that. I need to find some good reference on creating walk cycles and then maybe how to embed it in the character. It seems that should be possible. To setup a walk cycle so then I can set him on a path to walk along instead of have to animate every step. But I may have to do that for the first animation.

Sticks is going to need some friends to hang out with so I’ll be getting back to some modeling again. After getting this far with Sticks I’m thinking the Alien is going to need to be re-modeled with the express purpose of animating it. I’ve got a few other characters in mind as well. It should be fun.

I’ll also be getting back to more greeting card designs. I have an idea for an Easter type card but I think that’s a coming up a bit sooner than I’ll have it created. There’s also Graduation season coming up. I think I can have something, for that put together so I’ll probably start on that next. Yes, I know that Valentine’s Day is before both of those but really, if I can’t get Easter done in time I’m not likely to have Valentines done, at least not for this year. Maybe for next year.

As you can tell there is lots to do already and now I’m looking at adding learning Maya into the mix. I know I wrote that I’d try to get a post up on the why I’m thinking I need to learn Maya and the Maya versus 3DS Max thing. I spent all my time last week focused on completing the rig for Sticks so that didn’t happen. I still think that will be a good post, though I may want to get into a few tutorials before I write it. I did go ahead and purchase a couple of those books on rigging in Maya. One in particular looks like a good general resource since it tries to cover good practices and theory. I figure the theory and practices should transfer to whatever program I’m using even if some of the specifics don’t.

That’s all the excitement for this update. My immediate plans are to fix Sticks’ wrists and get that pose created. Oh, and get to work on the Graduation card. As always, check back again to see if my plans and reality managed to intersect.

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Progress and Realizations – Weekly Update January 26, 2016

Before I get into this post, I would like to make a random, nothing to do with the topic observation. And that is that someone needs to get Mother Nature a Snickers Bar. She’s just not herself lately.

In spite of the unpleasant weather that required a bit of re-organization of my plans and schedule for last week, I made progress on two of my projects.

One of the progressed projects was the Alien Greezbly. In addition to having an opportunity to work more on thinning out the mesh, there have been a couple of other developments. I did get a nice chunk of thinning done as you can see here.Greezbly3DS_01252016a_sm_wm And while I was
working on that I started to realize and accept that since I want to animate this character and I still have all this thinning to do, that I may find it more efficient to use the ZBrush model as reference and try to re-create the model in 3ds Max, or Maya. I’ll get to the question that you just asked, ‘Why Maya?’ in a bit, sort of. The other thing that developed has to do with Greezbly’s name. I have recently tripped over and tangled my tongue considerably with some German words I was trying to repeat, and not long after that someone pointed out that they were having a bit of trouble saying Greezbly. So perhaps this little Alien needs a name change or tweak. I thought about Greezby but I think I’ve heard that used recently for some other character. I kind of like Greezb. It’s not as long and you don’t trip over the ‘ly’ at the end. What do you think? Let me know on Twitter or Google+.

Sticks_3d_connected_01242016a_sm_wmThe re-rigging of Sticks is moving forward. Not only am I caught up to where I was when I started over, I am a little past that. I’ve done a couple of things different that might be making this go a little smoother. Probably the most important thing is, staying on it, keeping it moving ahead and not getting side-tracked. The other thing I did was small but seems to help. Originally, when I started on Sticks I had him oriented so that to look him in the face you had to use the left side view. The tutorial I have been following has the character oriented to to look at it’s face you have to use the back view. I re-oriented SticksSticks_3d_connected_01242016b_sm_wm so I use the back view and it helps some. At least I have no confusion as to which axis I need to mirror across. For some reason, doing this also made using the asterisk for the FK controls work better. I even had some of the same flipping responses as the tutorial.

I still have the scaling issue with the arm bones when scaling from the global control. Interestingly, when I tried the project file for that step, it has a similar problem, apparently I missed it before. I suspect it has something to do with locking the scale attribute on some of the controls. However, for the moment, I’m not going to worry about it. I’ll just move on.

I started looking ahead to some of the next steps, and even steps after that. The next most immediate steps are setting up the finger controls. Based on the length of the tutorials it’s probably going to take about 1 to 2 hours, or most likely somewhere in between, to finish that up. Then there is some rig cleanup before skinning. After the skinning comes the animating part. I’m really looking forward to that part but I’m not entirely sure how to proceed. So I started looking for some tutorials or books on animating in 3DS Max. I didn’t find a lot of resources for it. Which brought me to my other realization for the week, or at least for this post.

The difference in the amount of resources, in the places I looked, for animating in 3DS Max versus in Maya is quite noticeable. There is much more available for Maya than for 3DS Max. That isn’t the realization. The realization is that I am going to have to learn Maya much sooner than I expected, or planned.

At this point I won’t be starting over on Sticks again. I’m too close to being able to use him as I want and I expect a bit of a learning curve in Maya. Though perhaps not as steep as it looked a couple of releases ago. I will finish rigging and animating Sticks, as best I can, in 3DS Max and will work with him there until I’m comfortable enough in Maya to import him there, if I need to.

In the mean time I will start learning Maya. Once I’m comfortable with modeling in Maya I should be ready to tackle some of the resources for learning to animate in it. It’s not that I can’t animate in 3DS Max. I expect I will be able to just fine once I have a better understanding of animating in a 3d computer graphics program of some variety in general. And since it looks like the majority of the resources for learning that are for Maya, I think I’m going to need to make a switch. For a little while.

It’s not a bad thing. A little disappointing. But not bad. It will give me a chance and reason to learn Maya. Though the timing may not be to my preference. Learning to use Maya has been on my to do list. I just haven’t gotten started on it. Fortunately, I found at least one tool that I think will make learning it a little easier than the last time I tried. And I’ve had a little, and expect to have more, experience with Unreal Engine which uses either the same or similar navigation controls. That could be really helpful. There were all sorts of additions and changes to Maya 2016 that I think I might like. And this will give me a reason to try some of them out. And while I could be really frustrated with all the time I’ve spent working in 3DS Max only to figure this out now, I’m not. I chose to start in 3DS Max because it was more familiar and I could jump in and do stuff right out of the gate. I didn’t have that experience with Maya when I first tried it, nor with Blender for that matter. Now that I’ve had a chance to get re-acquainted with 3d modeling and the concepts and tools and terminology. I expect it will be translatable and you’ll be seeing renders from Maya sooner rather than later. Hey! I might even give Renderman a try since I can download a free non-commercial license.

And that’s my realizations and progress for this week. I wouldn’t be surprised to come to some other plan shattering conclusion in the next week. You might want to check back to find out if I do, or at least to see the progress on Sticks.

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Nothing But, Rigging Sticks – Weekly Update January 19, 2016

Have you ever felt like you were beating your head against a wall and realized that maybe you should try a different wall because you weren’t making a dent in the first one? That’s what it has been like for me with the rig for Sticks. And yes, I have decided to try a different wall. Sort of.

I finally got the wrist controls done and thought I was getting close to being done with creating the rig. Then I went to test something with the global control. That’s a control that was created to make it easy to move or scale or rotate the entire character. I was testing the scaling, I don’t remember if I tested the moving, but I tested the scaling and found I had arms that weren’t scaling and bones that were not even pretending to, they were frozen in their spots and not even moving. Ugh.

Before I get too far, here is what the wrist control looked like with me trying to make it do a little wave.

Sticks_3d_connected_01142016a_sm_wm  Sticks_3d_connected_01142016b_sm_wm

I spent a few days poking around trying to figure out what might be causing this, the lack of scaling and then not moving at all as I scaled the control. I have to have missed something when I re-did the rigs and bones for the arms. I might have locked or frozen something I shouldn’t have but I couldn’t find anything obvious. I did find some tools to help me look. And I downloaded the files for the tutorial I am following and tried to compare the setup using that tool I found.

The tool is under Graph Editors in 3DS Max and is called the Schematic View. You get to it by either selecting a Saved Schematic View or choosing New Schematic View. It gives you a nice flow chart representation of how your different components are linked.

Sticks_3d_connected_01142016d_c_sm_wmThe next cool part of this tool is if you select a component in the view and then right click on it and choose List Views you can look at all the relationships or just the selected relationship as well as instances, occurrences and animated controllers.

Sticks_3d_connected_01142016e_c_wm Sticks_3d_connected_01142016f_wm

I used this to compare the constraints, and such, of the arm bones and chains and controllers to what is in the tutorial file. I found it a little easier than trying to read the information in the modify panel or in the hierarchy IK panel. I could see that there was a constraint, position or orientation, but the way I have the screen setup, I couldn’t get much more than that. So this worked out with it all in one place.

Sticks_3d_connected_01142016g_sm_wmWhen I returned to working on the rig for Sticks it was with the intention of getting it finished up. At this point, with the particular problem I was running into, and all the frustrations I have so far dealt with, I was just about ready to scream. But I took a deep breath and thought about my options. I could just start over with the arms, which is not a bad choice, I could keep going and hope that the problem would ultimately work itself out, or I could start over completely. No really, that was one of the options. In fact it’s the option I chose.

As I looked at the schematic view of my rig so far, I found at least one extra item that I had created and hadn’t caught. It’s possible that I had other errors that I might have missed. After all, I have been working on the rig off and on for a few months now. Who knows what other mess I made and don’t remember, or haven’t found. So I decided I would copy the file, delete the entire rig and start over from the beginning and I would just get the rig done. It’s my primary focus. Complete the rig for Sticks. Do not pass Go, Do not collect $200. I am also hoping that by doing it this way I will be able to identify, or at least have an idea, of what went wrong in the other file and then I might be able to fix it. So I am using it as an additional learning opportunity. Though, I’m not entirely sure I will figure out what went wrong. Still it’s worth a shot.

So where I am with the new rig for Sticks. I am up to the facial controls. I think I have about an hour or two of facial control rig tutorials to watch. I’m not going to skip them even though I don’t need them right now. I might have missed a step in there that I need to do. Then I will be back to the shoulder bones and then the arms. I’m really not quite as far behind now as I could be. That’s because I have tried very hard to stay focused and on task with getting this rig done. And I’m going to continue with that until it is done. At this rate, with a little luck, I could have everything done in about two weeks, possibly sooner. Here’s hoping.

Once I get the rig for Sticks done, it will be time for me to find some reference tutorials on how to animate him. I think I can animate a walk cycle for him that works a bit like one of those rhythm buttons on a Casio keyboard where you press the button and it keeps playing a Mamba or Foxtrot rhythm until you press the button again. So I would basically turn on the walk cycle and set him to a path constraint and he would just walk, I wouldn’t have to move each foot for every step. I’m pretty sure that’s how it’s done, I’m just not sure how to save it and assign it to my character. That’s something I will be looking into after I get this rig done.

Even before I figure out how to assign a particular movement to Sticks, at least with the rig complete, I should be able to pose him more easily. That will be good. I can start using him in media images then.

So that’s how my week has been. And even though Sticks is my primary focus, I did spend a little bit of time working on Greezbly. The clean up on the meshes for the alien is a lot like playing Solitaire in that I can do it while I do other things like watch TV or talk on the phone. That works out well.

Hang in there while I get this rig done. Once that’s taken care of I hope to have a few more fun things to show. Then I’ll be getting back to some of the other projects like the Robot, Greezbly, and I have another character in mind to create. So much fun to be had. But first, I must finish this rig. It is the first of many I expect I’ll be needing.

As always check back next week to see what kind of mischief I’ve been getting up to.

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Solutions – Weekly Update January 12, 2016

This week I came up with solutions to things that were giving me trouble.  And, there was a little frustration. Still those solutions have helped and could even get one project that I had considered putting on hold, back on the table.

I’ll start with the frustration. No, it wasn’t that I didn’t win the PowerBall this last week. It wasn’t even that of 3 tickets I purchased, I got only 1 number. It was Sticks. This project to get him rigged has been extremely exasperating. There has been more than one section that I have had to completely re-do. And now, one section I had to do 3 times. So fair is fair, I did expect I might have to re-do this last section, I just didn’t expect to have to do it a third time. No wonder I face working on him with trepidation .

I sat down to start on the next section, rigging the wrist, and was stepping through the testing bits, along with the tutorial, to see everything was working right. It wasn’t. I knew I might have an issue on the right side because of the FK bones not sitting exactly on top of the main bones. That wasn’t it. It turned out that the arm bones on that side, all of them, IK and FK were not properly connected to the shoulder bone. I poked around at the left side for a while to see if I could determine which bones, IK, FK or the main ones, were actually connected and if they were linked to the shoulder bone or constrained to it. About all I could tell for sure was that they weren’t linked.

I wasn’t entirely sure where I missed the step to make that connection and something else wasn’t working right, though now I don’t remember what it was. So I took a deep breath and deleted all my FK controls and the IK goal. Then I removed all the constraints on all the bones. I found I could do this by choosing the bone and the hierarchy panel and then the IK tab. There I found the constraints in a small window. I clicked on it and then the delete button below it. That’s when I figured out the connection to the shoulder was a constraint. I scanned back through the tutorials and found where I needed to start again and started watching. I think the step to link or rather constrain to the shoulder end nub was actually in the video step just before that. Anyway, I started working through the process again. I’m really good at changing the bone size in the script editor now…. $.width = 2, $.height = 2.

I got all the way back up to where I was ready to start working on the wrist rigging and the right side was fine now and most everything was working except… That weird bit where the FK bones weren’t lined up correctly on the right side? Now I had it on the left side. Argh. Since I knew this only started with the FK controls process I just deleted the FK controls on the left side and did that part again. I’m not sure what caused the problem for either side. But I couldn’t fix it on either side and had to start over. The only thing that comes to mind is that some how something odd happened in the step where I mirrored the first set of controls to the other side to set them up there. It shouldn’t have been the Sticks_3d_connected_01082016a_sm_wmissue. But when I started the left side over the third time, and I couldn’t mirror the controls over because I had already frozen and locked their position controls, I just made the controls separate and everything seems to have worked out. I did make one change though. I didn’t like the asterisks that are used in the tutorial so I used a plus sign. I also moved the sliders up, out of the way a bit.

I will confess, as much as I needed to work on Sticks, that little episode sapped all my enthusiasm for working on Sticks for the week. I just couldn’t face him again. And, it was already the weekend. I hadn’t gotten much else worked on all week as the sudden change in the weather and temperature caught me off guard and I was so cold most of the week that I was too exhausted to work on anything. Quick confession here, I am a cold weather wimp. When I get cold, it’s very hard for me to recover without sleep. Still, I hated to make no better progress on any of my projects for the week than I had. So at 3 in the morning, as I was going to bed after falling asleep on the couch, I had the possible solutions to issues on 3 other projects spring into my head. And amazingly, I remembered them all.

First the minor issue of the color of the word Studio on the sign and making it stand out better against the dark background that it will have. I wanted a way to make it look a little like it was glowing or something. And then I remembered, I for some reason, have the Velvet Violet acrylic ink color. It’s a pearlescent color of violet. I decided it would at least make it look different and was a little lighter, sort of, and would make the letters stand out better. I don’t know if you can tell the difference here but the first one is the new color and the second is the color before.

DSCN0547_c_sm_wm DSCN0544_sm_wm

 

DSCN0546_c_sm_wm

The next solution was what to do about the painting of the guitar head stock. I want to finish it but I really don’t like the way the paint is working out. I decided I could try using a larger nib so I get larger dots and still use the ink, even over the paint, and that should give me back that control and make things look tighter. I tested that the ink would work on the paint and that the nib would work out too. The nice thing about this is that if I want the color to be even denser, I can switch to a smaller nib to fill in the areas in between the larger dots. It can really make a color area much more intense and interesting. So here’s my test of how I think it will look. I’ll be going over the lettering in ink again, I was going to need to in paint too. I should be able to get a really nice, vibrant and tight look.

And finally Greezbly. At one point as I was working on Greezbly, I thought about thinning out the mesh on the pants, which I will still do. Since it was not too dense, I could select an edge loop and then remove it. The problem was that it would leave all the vertices behind. This created a bunch of n-gons of an unacceptable number of sides and defeated the purpose of what I am trying to do. I had encountered the command where I could remove the edges and their vertices at the same time but I couldn’t remember it. So I decided to create a cube, give it lots of extra edge loops and try a few of the likely combinations and see which worked. That worked out nicely. It turns out, once I have the edge loop selected, if I hold the ctrl key while I press the remove button, the vertices go away with the extra edges and I get lovely quads instead of ugly n-gons. I’m on a PC when I do this not a Mac. I don’t know what the Mac key would be to do the same.

I took this newly figured out information and started working on Greezbly. Since I still have other clean up I’ve started on the pants, I decided to work on the shirt using this new method and see if it would help. The shirt mesh is really dense and a bit scary looking in that regards. A good thing to start thinning out. I tried a couple spots to see how it might work out and since that was successful, I tried a few more. Then I realized that the arms seemed even more dense than the body of the shirt so I decided to focus on one of those Greezbly3DS_01102016a_c_sm_wmfirst. I would double click on an edge to get it to select the entire edge loop and then hold ctrl and press remove. This was moving along except that the edges are so small that sometimes that second click would miss and hit another edge so I wouldn’t get my loop and I’d have to try again, that is, if I hit the edge I wanted to, to begin with. Then I saw it. The loop button. Would it work? I’ll find out. Sure enough. I select a horizontal edge and press loop and I get the horizontal loop. I select a vertical edge and press loop and I get the vertical edge loop. Well that makes things a bit easier. I was able to really get on a roll with this and got a good chunk of one arm done. It turned out that some of the edge loops go all the way over to the other arm. This will be really helpful when I get to it. Some of the thinning already done will make it easier to find a starting spot. I did stop periodically to check that I hadn’t forgot to hold the ctrl key and didn’t have extra vertices.

There were a lot of edges just around the arm. At one point when I had a complete edge loop selected 3ds Max showed that I had 333 edges selected. That was just one loop around the arm. One of the vertical loops was 2458 and another 1168. Of course as I thinned things out those numbers went down. As you can see I’ve made good progress.

Greezbly3DS_01102016e_c_sm_wmThis is going to take a while. And I think I will need to go back through and do at least a second pass at thinning things out. I’m not sure it will be very interesting to see each week but, maybe a quick update as I go. For now here’s a wire frame view so you can see how dense the mesh is an the difference removing the few edge loops have already made.

Greezbly3DS_01102016d_sm_wm

 

Here you can see what it looks like in vertex selection mode and you can see that those have been thinned out as well.

 

And in regular shaded mode you can see that it hasn’t effected the detail quality any to remove those edge loops.

Greezbly3DS_01102016f_c_sm_wmNow, with all these issues worked out, the challenge for the next week will be to decide on which project to work on. I know what I need to be working on, Sticks. I’ve been working on him for so long. And once I get him rigged and skinned, I still have to figure out how to animate him. And yet, the rigging process has been so frustrating at times that I get discouraged. That makes Greezbly all the more appealing to work on. Even though what I’m doing is tedious and repetive, and requires patience, at least I feel like it’s working. It may not be the most efficient, but it still feels like progress. The painting and the sign are projects that are easy to work on, for the most part, so they too can be an appealing alternative to bashing my head against Sticks’ rig. And then there is the new Robot model that I started but didn’t work on this week. Check back next week to find out what got attention and what didn’t.

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Diving In To a New Year — Weekly Update January 5, 2016

That sounds much more enthusiastic than things actually were. Still it is a new year and a little enthusiasm and optimism to start things off is a good thing. I was optimistic, going into the long weekend that the extra time off would prove to be extremely productive. It was productive, I just don’t know about how ‘extreme’ it was.

I felt like my motivation was pretty low and yet I did manage to work on a few different things. So it’s not like I had no motivation. Maybe, more like, no real direction. I don’t have a deadline for anything I’m currently working on and I don’t have a real drive to get something finished. Though as long as I have been working on rigging Sticks you would think I would just want to get it done. I still made progress on some projects and even started a new one.

I did get a little more of the rigging done for Sticks. I setup the FK controls for the arms. I have a feeling I have a glitch in it that is going to come back to bite me later though. It came about at the point that I had to freeze transforms on either the FK bones or the controls, and I don’t remember which. It’s not a huge glitch. But when I did the freeze transforms the bones shifted just a little so they are no longer in exactly the same space as the main bones. It is fairly minor so maybe it won’t be an issue. Here’s how things look now with the added controls. The screen is starting to get a bit crowded and I still have the wrist and the
hand with fingers to finish up.

Sticks_3d_connected_12312015a_sm_wmI don’t know if you remember that sign for my studio that I started several months ago. I’m still working on it. And I worked on it a bit this last week. You can just see here that I hadDSCN0544_sm_wm some ink drips that needed concealing. They are a little noticeable at the moment. I’m hoping that as I get the piece done they will be less noticeable. I am working to have the lights look a little glow-y and then have the dark background. I’m a little concerned that the word, “Studio”, is going to get lost in the background as I continue so I am planning on going in and adding a lighter colored glow or outline, I’m not sure which yet, to the letters so they will stand out a bit more.

There is an advantage to having large tedious or just repetitive projects to work on. When you have the desire to work on something, but nothing specific calls to you then you can just work on those projects. Cleaning up Greezbly in 3ds Max is working out to be a bit Greezbly3DS_1022016c_c_sm_wm like that for me. It’s really a little too overwhelming to try and tackle all at once. And each component looks like it’s going to have its own issues. But, if I do a little at a time then before I know it I will have it done or have the problem solved. So I worked on Greezbly. Or more specifically I worked on the pants that Greezbly is wearing. I was trying to clean up all the extra edges and vertices and then changed tactics. I did make another copy of the pants before I started the new strategy, just in case it didn’t work out. I decided that it might be easier to just delete the messed up faces and the faces that were too dense. ThGreezbly3DS_1022016a_c_sm_wmen I could recreate the faces, hopefully fewer and more efficiently. So I got all of the offending faces at the waist deleted and the ones at the ankles. Then I tested out my idea for just creating new faces.

It looks like it is going to work ok and I’ve got most of the waist re-constructed. Though it’s not complete. I have the faces re-constructed, I haven’t adjusted them to make everything lay nicely yet. I have to finish recreating the faces in the front of the waist and then I can start adjusting them to re-position them to make the waist band lay against the shirt more smoothly. Here’s a look at the new faces in the pants and what still needs to be done.

Greezbly3DS_01032016b_c_sm_wm  Greezbly3DS_01032016d_sm_wm Also, here’s a look at how it looks at the moment up against the shirt. You can see the jagged gaps between the shirt and the pants. This is the part, in particular, that I will be needing to fix.

Greezbly3DS_01032016g_sm_wmI needed some breaks from working on Greezbly and so I started modeling my robot. The one from the sketch I showed you? Here’s the sketch.

20151116_153155_sm_crop_wm

I really like him. I think he turned out to be kind of cute and I should finish him up and give him a body and all that. He’d be great friends with Greezbly and Sticks. So I started working on the robot. I will admit that I have been trying, in my head, to figure out exactly how to go about creating the shape of the robot’s head. I went with a sort of odd look that doesn’t lend itself to being easily created in 3d. Or maybe it does and I’m not going about it right or I’m using the wrong program. Anything is possible. I did manage to get the head shape started and even some of the detail work for it started. I should probably wait for that until I have more of the robot blocked in. But, when you’ve been working on figuring something out sometimes you just have to take it that little bit farther.

I started out with a cube and the free-form 4x4x4 cage (I forget exactly what that modifier is called). It worked ok, though, I think I would have been better off not using it. I got the start of the silhouette and then started on that angled area for the top. This is the part that I was working on in my head. I added some edges to get more the look I wanted instead of it just looking like a concave section. I want it to have crisp angles and look intended and not like it got smashed with a baseball bat. To get it to look the way I wanted I used the cut tool and added several edges so that I could deform the shape with a bit more precision. I
think I could have done that part differently and it might have been easier. I don’t think I’ll try to re-do it now though. Once I had one side of the top part looking about right then I deleted the other half of the cube I started with and mirrored over what I’d done. Then I welded the vertices together and did some tweaking. Then I deleted the bottom half of the cube and mirrored the top to the bottom. This worked out well. I’ve even started a little detailing on the top section.

Robot_0132016a_c_sm_wm  Robot_0132016d_c_sm_wm

As you can see, even for low motivation, I was fairly productive. I even managed to get started in Unreal Engine. I’m considering picking up a book for it. I’ve found one that looks pretty good. The only thing I don’t like about the book, well two things, it’s not inexpensive, and it is not available for Kindle for Windows 8.whatever. I can get it on my Windows 7 machine and on my Android devices, as well as my regular Kindle, but that means I have to have a second device/machine to work along with it. Then again, it reads pretty good and looks like it will be good reference so I might just read it through once as a book and then go back to it for reference. I also may not need it. There are a bunch of getting started resources, documentation and tutorials for Unreal Engine right on the website and available through the tutorial button in the engine. That’s what I’ve been
working with so far. So the book may not be strictly neccessary. I mean, I’m already grasping the idea behind blueprints and how to make those work out, and I’ve only been working on learning it for a couple of days. Oh, wait, I’m by no means an expert or
seasoned vetern with them. Still, I get the idea behind them and even one of the things that I would use them for. So it may be easier to get a handle on building in Unreal Engine than I was thinking. That would be good. I’ll share pictures from Unreal when I have something worth showing. Right now, I’m still learning the bits and haven’t actually made anything worth showing yet.

Now that I’m at the end of this post, I see, I really was more productive than I realized. I may not have finished anything but I worked on a few things, and made progress on all of them. I guess my New Year is off to a pretty good start. I hope yours is too.

Check back again next week to find out if I got brave and got Sticks’ wrist rigging done, or what has become of Greezbly’s pants, or if the robot has anymore parts, or even if I’ve managed to create something worth showing in Unreal.

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