Another custom rabbit WIP

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PsychotropicDog
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Another custom rabbit WIP

Post by PsychotropicDog » Fri Jun 04, 2010 4:33 pm

Well here's some views of it so far:

Image

The very front look at the face needs some work.. eventually.

The eyes are just nurbs placeholders.

Unless there is a good reason not to, I will likely redo the ears as an extrusion from the head.

Yes there are n-gons, they'll get fixed, and there is still lots of sculpting to do, but I am happy enough with it to put it on display.

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rudel_ic
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Re: Another custom rabbit WIP

Post by rudel_ic » Fri Jun 04, 2010 6:30 pm

That looks sweet! Keep it up!

You have to test it early though. Particularly transitions between joints can be a bitch.

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Fri Jun 04, 2010 8:42 pm

I know the shoulders on the model are not far enough apart to line up perfectly with the Lugaru skeleton, but I am hoping it will be close enough. I should make a rig based on the Lugaru skeleton to test it.

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Sat Jun 05, 2010 4:34 pm

Well I made a symmetrical rig based on the 'Basic Figure'. Joined the meshes and made some UV's.

Image

It's a smooth bind with '1' influences, essentially a rigid bind that's easier to work with.

The only actual 'problem' looks like the shoulder, and I've allready got the work around for that - I will smooth bind the shoulder and rotate it into place for a better deformation, then remove the connection to the skeleton and tweak a bit. Then test it with the 'rigid' bind.

First though is more sculpting.

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cachiporrin
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Re: Another custom rabbit WIP

Post by cachiporrin » Mon Jun 07, 2010 4:19 pm

very nice

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Mon Jun 07, 2010 4:37 pm

Well almost enough modeling on it:

Image

Need to make some poly eyes. They are in the same location as the default model because I was not sure if that was important.

The shoulder will need more work then I had hoped to get it to work with the Lugaru basic Figure.

UV questions...
I plan to mirror UV's rather then the front / back of the default model.

Blood marks on character ... another PNG overlay?

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rudel_ic
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Re: Another custom rabbit WIP

Post by rudel_ic » Mon Jun 07, 2010 6:51 pm

PsychotropicDog wrote: Need to make some poly eyes. They are in the same location as the default model because I was not sure if that was important.
I'm not sure either. There's some stuff about the eyes I'm not sure of.
UV questions...
I plan to mirror UV's rather then the front / back of the default model.
Well, you can of course have interleaving UVs.
Blood marks on character ... another PNG overlay?
The texture for scratches and stuff is bloodfur.png. It's a UV-independent lookup texture, as far as I'm aware. So you should leave it as it is (or refine the scratches), but I don't think you can change scratch locations on it and expect it to work.
bloodfur.png has no alpha channel, so black seems to be the alpha alias.

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Tue Jun 08, 2010 5:35 am

rudel_ic wrote:
PsychotropicDog wrote: I plan to mirror UV's rather then the front / back of the default model.
Well, you can of course have interleaving UVs.
They will not overlap or anything, just be 'split' down the middle instead of the sides.
Blood marks on character ... another PNG overlay?
The texture for scratches and stuff is bloodfur.png. It's a UV-independent lookup texture, as far as I'm aware. So you should leave it as it is (or refine the scratches), but I don't think you can change scratch locations on it and expect it to work.
bloodfur.png has no alpha channel, so black seems to be the alpha alias.[/quote]

A lookup texture? What is that?
If it is UV independant then I don't have to change it to make it work :)
Is it anything like a projection?

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rudel_ic
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Re: Another custom rabbit WIP

Post by rudel_ic » Tue Jun 08, 2010 6:16 am

PsychotropicDog wrote: A lookup texture? What is that?
Well, it just means that Lugaru takes scratches from it, and the specific texture locations depend on severity or something.
If it is UV independant then I don't have to change it to make it work :)
Is it anything like a projection?
I think so.

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Wed Jun 09, 2010 6:22 am

Shoulder - about the best compromise I could come up with. Some interpenetration of triangles will occur when the shoulder is rotated past -50º (red meridian).

Image

Other options - detach / semi detach arm, will produce a different visual weirdness.
There might be some clever option I am not clever enough to see.
Because the skeleton is not symmetrical the right side will behave slightly differently, hopefully it will not be fubar.

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Re: Another custom rabbit WIP

Post by rudel_ic » Wed Jun 09, 2010 3:06 pm

PsychotropicDog wrote: Other options - detach / semi detach arm, will produce a different visual weirdness.
There might be some clever option I am not clever enough to see.
Semi-detach seems to be the best option, with shared edges along the top of the shoulder. If the bone start and the forementioned edges align, it should look okay.
Also makes sense to let the part of the pectoralis major muscle that's on the side of the arm get into the torso. That way, if your arm rotates up, it'll always stay 'connected'. Maybe even make it a semi-spherical thing that goes into the torso and has the torso-arm join edge(s) north (front view) with the skeleton idle setup.

Image

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Fri Jun 11, 2010 6:33 am

Well I tried skinning the default model to my pseudo Basic Figure.
Deciding which verts to be controlled by the shoulder joint - tried a few combinations, but ultimately I can not be certain.
Guess I'll ask - is there a way to know which vertex group a vertice belongs to according to the actual game rig?

rudel_ic's animation viewing scripts would be ideal to discover how the shoulder challenge was originally dealt with, if I could see the mesh.

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rudel_ic
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Re: Another custom rabbit WIP

Post by rudel_ic » Fri Jun 11, 2010 7:25 am

PsychotropicDog wrote:Well I tried skinning the default model to my pseudo Basic Figure.
Deciding which verts to be controlled by the shoulder joint - tried a few combinations, but ultimately I can not be certain.
Guess I'll ask - is there a way to know which vertex group a vertice belongs to according to the actual game rig?

rudel_ic's animation viewing scripts would be ideal to discover how the shoulder challenge was originally dealt with, if I could see the mesh.
If you want to see the vertex groups applied to the old rig, do this in Blender:
- Import Body.solid
- Select the mesh in Object Mode
- Import the skeleton "Basic Figure"

Then, you can
- Select the Body mesh in Object Mode
- Switch to Edit Mode (TAB)
- Deselect all with A and
Go through the vertex groups to see which is which in this thing:
Image

- Select vertex group name (s12, for example)
- Click "Select"
- To deselect all, press A in the 3D Window until nothing's highlighted

Edit: Animation import onto a Body.solid is in the works, patience.
Edit: Note that the rigging stuff isn't fixed yet, so the group names will change. The partitioning remains the same, of course. We talked about this elsewhere.

GTG, HTH

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Fri Jun 11, 2010 8:42 am

Got it, thanks.

Though I am not sure if I am going to change from my above compromised shoulder - it looks slightly funky in the T stance but I might settle for it - I will have to let it brew in my head a bit.

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PsychotropicDog
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Re: Another custom rabbit WIP

Post by PsychotropicDog » Sat Jun 12, 2010 5:39 am

Here's the most unflattering shot of the semi detached shoulder:

Image

It alleviates some of the stangeness, but has some new oddity. The shape seems a little better when it moves, at least in the shoulder.

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