In every app there is a “world space” and a “local space”. When you do something like this, it translates along its local space, so regardless of how it’s orientated, it translates correctly. Otherwise animation would be impossible. Just tried a mockup and it works fine - also reminded me of why I don’t use that clunky app much!
Something you need to bear in mind if the spikes are all going to be separate blades and not a single entity - you will need to parent them to a “master spike” - any of the spikes will do - or all to a nul object - so that they move in unison and don’t need to be translated singly.
Nope. The blades (not spikes) will be a single entity mounted to a base plate which would be what’s connected to the [simulated] actuators used to extend and retract the blades.
Well, I began working on the gauntlet over the holidays, and have come pretty far. In fact, I think I’m almost done with modelling (still needs the grappling hook though) I might need to make some adjustments to the blades’ positions, but it’s turning out. I also need to figure out the best place to locate the trigger and rewind buttons for the grappling hook and cable; one that is easily accessible but won’t be accidentally triggered by the wrong movement or getting hit. My only real concern is if there’ll be any deformation the front of the sheaths when his hand is clenched in a fist.
On this one I would make the blade sheat a separate figure that conforms to the glove and the blades would be smartprops parented to the sheat.
This way you will get less deformation on the sheat when the hand is clenched into a fist.
On this one I would make the blade sheat a separate figure that conforms to the glove and the blades would be smartprops parented to the sheat.
This way you will get less deformation on the sheat when the hand is clenched into a fist.
best way is to make a copy of your work, send the copy to DAZ to parent and conform to your character, and go through some hand poses to identify the problem areas.
or send a genesis toon with a clenched fist into Hexagon and see how the things line up there..
On this one I would make the blade sheat a separate figure that conforms to the glove and the blades would be smartprops parented to the sheat.
This way you will get less deformation on the sheat when the hand is clenched into a fist.
Yeah, my only concern is where the sheath extends over the knuckles a bit. If I can ever figure out applying rigidity, that wouldn’t be an issue.
If you had it as two separate props, with the sheath parented, but not conformed to the glove and the blades parented to the sheath, they would move where the glove goes, but not deform when the fist is clenched.
If you had it as two separate props, with the sheath parented, but not conformed to the glove and the blades parented to the sheath, they would move where the glove goes, but not deform when the fist is clenched.
That’s an option, but not necessarily the most ideal. I haven’t done any test rigging yet, so…
The next step right now is to make the grappling hook, and make it look functional, including whether it should have articulated prongs or not. Once that is done, then I can go and make my UV maps and material zones, and then rig this weapon using whichever method will work best. Then, of course, there’s the issue of squeezing any sleeves (such as the that of a jacket) the character’s wearing into the gauntlet, but that’s an issue for the piece of clothing, not the gauntlet.
Got the grappling hook modeled and position. I ended up going with a fixed four-pronged design. I tried three prongs, but that placed the vertical axis off center. This made positioning it extremely difficult.
Well, I’m UV mapping it now but, I’m having a very curious artifact appear when I try to UV map the sheath, but can’t find where the problem is on the mesh itself. I’m attaching a screen shot of the artifact on the UV map view (after collapsing geometry). I’ve looked for where the geometry might be broken on the mesh, both with smoothing on and off, but can’t find any problems in the mesh. When I clock on any of the lines in the artifact on the UV Map view, nothing “lights up” on the main mesh either. I could email you the .hex file if you want to see if you can find the problem.
When I zoom in real close I see a few suspect edges - I don’t think the PM will take a file attachment - suggest you place it in 4Shared or similar and PM me the link.
When I zoom in real close I see a few suspect edges - I don’t think the PM will take a file attachment - suggest you place it in 4Shared or similar and PM me the link.
Yeah. PM isn’t even allowing me to attach jpg images, which is “supposed” to be allowable up top 250 KB,
Thanks to Roygee’s assistance, I’ve fixed the error in the claw sheath’s mesh and have completed UV mapping and setting the material zones. I also had to make some adjustments to the shape of the sheath, as well as the position and shape of the claw blades and blade mounts so that they’d fit properly when both extending and retracting. It’s ready for rigging…