This simple animation illustrates that there is more to boning than meets the eye... In my short exposure, I would say that weighting is a trade off between mesh manipulation in all three vectors (X, Y, Z). What do I mean by that?
In the example the grey is Carrara's default weight mapping when bones are attached to a mesh and works well for the animation, but you can see some mesh twisting. The pink has had the weight altered to give a 'better' result for the bone rotations applied (X). However any other kind of rotation (Y) or twisting (Z) will throw up undesirable deformations of the mesh ... so it's a compromise and the best way to get there is to limit bone rotations to match weighting I think at this stage in my delving.
Carrara is limited to one joint weight per vertex per joint. This includes all directions of joint bend affecting that vertex Some other programs allow separate weighting on the selected vertex for each direction of rotation of a joint. One solution is a morph to be used when the weightmap yields an unwanted result. For the Carrara-rigging version of my male and female claymation figures, I created a blank morph for each joint. Can make adjustments as necessary. The ERC plugin should allow a person to make a true joint correction morph in each direction of rotation but I have not done so yet.
I've also rigged a version of the male claymation using.Daz Studio rigging, which allows more control. It works fine in Carrara. To me, no different than using figures like the millenial dog and cat that were rigged i Poser's old system and work fine in Carrara. Here is a screenshot of the claymation female rigged in Carrara. A few of the joint morphs can be seen at the top of the list (neck, sternum)
Here is the raw rigging of the Claymation male for Carrara and Studio. Both are posed and rendered in Carrara.
This screenshot does not include any adjustments for weightpainting or JCMs.
In this raw version, I think Carrara rigging is superior. However, Studio rigging can be better because of better tools to adjust weight painting and better control of JCMs and ability to use the transfer utility for clothing accssories.
Fantastic! Did you use the new plugin? or the softbody physics?
I don't know what plugin you could be referring to - if you're talking to me???
These fluffy creations are an implementation of Carrara's native hair only and a delve into the hairshader to get a more beautiful look. There's no softbody physics just good ol' fashioned; bones, morphs and keyframed animation.
Fantastic! Did you use the new plugin? or the softbody physics?
I don't know what plugin you could be referring to - if you're talking to me???
These fluffy creations are an implementation of Carrara's native hair only and a delve into the hairshader to get a more beautiful look. There's no softbody physics just good ol' fashioned; bones, morphs and keyframed animation.
OK - it appeared that the cylinder was bulging and stretching appropriately with the jump. Very nice. And the hair tests look great.
Fantastic! Did you use the new plugin? or the softbody physics?
There's no softbody physics just good ol' fashioned; bones, morphs and keyframed animation.
That's the way I work too. I can't wait to get a computer so I can show off some stuff too! ;) Of course, folks around here are probably tired of seeing my Dartanbeck and Rosie shots, but it's what I'm into so....
They've changed quite a bit since then, while still remaining pretty much the same - just with more capablilities for me and my way of anmating them, and their shaders, etc.,
I have a lot of fun animating textures on things. How is it you put that? Oh yeah,Don't you just LOVE, LOVE, LOVE Carrara? Yes. I really Do!!!
Yet another venture into custom toon/claymation figures. Here is the modeling process for a 3-fingered base male. Not quite finished. For example, I need to add the eyes. No UVMapping yet. I have 3DCoat now. I may try to UVMap it in 3DCoat. 3DCoat can also do retopology, and sculpt on a denser mesh then bake normal/diplacement maps on the low res mesh. I don't think I'm quite up t the advanced baking yet. But, I do think this a good start on the edge flow for the eyes, mouth, rib cage, etc.
Yet another venture into custom toon/claymation figures. Here is the modeling process for a 3-fingered base male. Not quite finished. For example, I need to add the eyes. No UVMapping yet. I have 3DCoat now. I may try to UVMap it in 3DCoat. 3DCoat can also do retopology, and sculpt on a denser mesh then bake normal/diplacement maps on the low res mesh. I don't think I'm quite up t the advanced baking yet. But, I do think this a good start on the edge flow for the eyes, mouth, rib cage, etc.
Hello Diomede, have you come across any good tutes for starting out in 3DCoat?, I have it as well and am starting to learn it next week.
Yet another venture into custom toon/claymation figures. Here is the modeling process for a 3-fingered base male. Not quite finished. For example, I need to add the eyes. No UVMapping yet. I have 3DCoat now. I may try to UVMap it in 3DCoat. 3DCoat can also do retopology, and sculpt on a denser mesh then bake normal/diplacement maps on the low res mesh. I don't think I'm quite up t the advanced baking yet. But, I do think this a good start on the edge flow for the eyes, mouth, rib cage, etc.
Hello Diomede, have you come across any good tutes for starting out in 3DCoat?, I have it as well and am starting to learn it next week.
There are quite a few free 3DCoat videos available. I just started watching them with more conviction (same with Substance Painter). So far, none are as good as PhilW's for Carrara, IMHO. However, I'll put together a list of the ones I thought were most helpful.
Yet another venture into custom toon/claymation figures. Here is the modeling process for a 3-fingered base male. Not quite finished. For example, I need to add the eyes. No UVMapping yet. I have 3DCoat now. I may try to UVMap it in 3DCoat. 3DCoat can also do retopology, and sculpt on a denser mesh then bake normal/diplacement maps on the low res mesh. I don't think I'm quite up t the advanced baking yet. But, I do think this a good start on the edge flow for the eyes, mouth, rib cage, etc.
Hello Diomede, have you come across any good tutes for starting out in 3DCoat?, I have it as well and am starting to learn it next week.
There are quite a few free 3DCoat videos available. I just started watching them with more conviction (same with Substance Painter). So far, none are as good as PhilW's for Carrara, IMHO. However, I'll put together a list of the ones I thought were most helpful.
The figure is supposed to have a thumb and three fingers on each hand, and a big te and three little toes on each foot. I just noticed that I forgot a toe. Thank goodness I noticed before making a bunch of body mophs. At least this is a relatively easy fix.
Hope it's useful, will start watching them tomorrow, will let you know if they are up to PhilW standard.
I had heard these are for a very old version 3.?? so didn't bother as people were complaining - so I'd be interested to hear what you think as well.
Here is a youtube tutorial playlist for 3DCoat that I had started going through. Don't know if it is outdated. Says 2016, so I guess it could be. I've only just begun, and I'm not watching in order. I've only watched the interface, retopology and uvmap videos. I follow the guy pretty well, but haven't tried it myself yet.
Thanks a lot. I really apprciate encouragement. Shout out if you have any ideas for improvement. I always admire your figures. I have a "rigging in Daz Studio" tutorial by SickleYield, so may rig this figure in both Carrara and Daz Studio like I did for the previous clayation dude. Some pluses for each.
Comments
Weight Mapping...
This simple animation illustrates that there is more to boning than meets the eye... In my short exposure, I would say that weighting is a trade off between mesh manipulation in all three vectors (X, Y, Z). What do I mean by that?
In the example the grey is Carrara's default weight mapping when bones are attached to a mesh and works well for the animation, but you can see some mesh twisting. The pink has had the weight altered to give a 'better' result for the bone rotations applied (X). However any other kind of rotation (Y) or twisting (Z) will throw up undesirable deformations of the mesh ... so it's a compromise and the best way to get there is to limit bone rotations to match weighting I think at this stage in my delving.
Carrara is limited to one joint weight per vertex per joint. This includes all directions of joint bend affecting that vertex Some other programs allow separate weighting on the selected vertex for each direction of rotation of a joint. One solution is a morph to be used when the weightmap yields an unwanted result. For the Carrara-rigging version of my male and female claymation figures, I created a blank morph for each joint. Can make adjustments as necessary. The ERC plugin should allow a person to make a true joint correction morph in each direction of rotation but I have not done so yet.
http://fenric.com/wordpress/product-help-and-tips/carrara-enhanced-remote-control/
I've also rigged a version of the male claymation using.Daz Studio rigging, which allows more control. It works fine in Carrara. To me, no different than using figures like the millenial dog and cat that were rigged i Poser's old system and work fine in Carrara. Here is a screenshot of the claymation female rigged in Carrara. A few of the joint morphs can be seen at the top of the list (neck, sternum)
Here is the raw rigging of the Claymation male for Carrara and Studio. Both are posed and rendered in Carrara.
This screenshot does not include any adjustments for weightpainting or JCMs.
In this raw version, I think Carrara rigging is superior. However, Studio rigging can be better because of better tools to adjust weight painting and better control of JCMs and ability to use the transfer utility for clothing accssories.
Thanks Diomede,
I can certainly create a morph and apply it when the mesh is deformed by a bone ...
..and I could certainly set up some ERC chains to effect the morphs as required (animation without ERCs)
..after that I could possibly save as NLA clips ready for use. Great, thanks for giving me ideas (to stretch me
)
PS: Great new avatar!
Very cool stuff going on here - as always! :)
It just seems the next logical step...
Don't you just LOVE, LOVE, LOVE Carrara?
Oh yeah!
I just want to squeeze it, cuddly it, rub my hands all over it -
What can I say ???
Fantastic! Did you use the new plugin? or the softbody physics?
I don't know what plugin you could be referring to - if you're talking to me???
These fluffy creations are an implementation of Carrara's native hair only and a delve into the hairshader to get a more beautiful look. There's no softbody physics just good ol' fashioned; bones, morphs and keyframed animation.
OK - it appeared that the cylinder was bulging and stretching appropriately with the jump. Very nice. And the hair tests look great.
Gotcha ... you meant the Jiggle plugin from SparrowHawke3D.
Yes, I can see how that would be a great idea, thanks
+1, or as many plusses as I can add!
Yeah, me too! Hell, I want to plant my face in it! :)
I really, Really do!
That's the way I work too. I can't wait to get a computer so I can show off some stuff too! ;) Of course, folks around here are probably tired of seeing my Dartanbeck and Rosie shots, but it's what I'm into so....
These are old, Old, OLD!
Hmnpf. These gifs always used to work. Oh well. Maybe it's just my internet. If they aren't animating, let me know and I'll delete them.
I thought it was a paint roller that bends for those curved cornices
Need to be embedded from somewhere they work like my sigline on DA
They've changed quite a bit since then, while still remaining pretty much the same - just with more capablilities for me and my way of anmating them, and their shaders, etc.,
I have a lot of fun animating textures on things. How is it you put that? Oh yeah, Don't you just LOVE, LOVE, LOVE Carrara? Yes. I really Do!!!
Yet another venture into custom toon/claymation figures. Here is the modeling process for a 3-fingered base male. Not quite finished. For example, I need to add the eyes. No UVMapping yet. I have 3DCoat now. I may try to UVMap it in 3DCoat. 3DCoat can also do retopology, and sculpt on a denser mesh then bake normal/diplacement maps on the low res mesh. I don't think I'm quite up t the advanced baking yet. But, I do think this a good start on the edge flow for the eyes, mouth, rib cage, etc.
Hello Diomede, have you come across any good tutes for starting out in 3DCoat?, I have it as well and am starting to learn it next week.
New toons are to replace these.
There are quite a few free 3DCoat videos available. I just started watching them with more conviction (same with Substance Painter). So far, none are as good as PhilW's for Carrara, IMHO. However, I'll put together a list of the ones I thought were most helpful.
Thanks. I bought the Creating in 3 Dimensions with 3D-Coat https://www.daz3d.com/creating-in-3-dimensions-with-3d-coat
Hope it's useful, will start watching them tomorrow, will let you know if they are up to PhilW standard.
I had heard these are for a very old version 3.?? so didn't bother as people were complaining - so I'd be interested to hear what you think as well.
Can I borrow your 3D Printer?
Here are a couple more details. I am modeling a toon mouth and eyes, and airtight so can be 3D printed.
I hid the back of the head.
Selected the interior loop of the mouth to extend it.
Extruded some molar teeth.
Extruded a tongue
Closed the back of the mouth.
In assembly room, inserted a sphere for one eye.
Selected the interior edge loop for the eye socket.
Extruded and closed the eye socket.
Tested a morph for adjusting the eyelids to fit the eyes.
Slight adjustment to face mesh. There is a triangle now, but I like the general edge flow better.
Oh no! I forgot a toe!
The figure is supposed to have a thumb and three fingers on each hand, and a big te and three little toes on each foot. I just noticed that I forgot a toe. Thank goodness I noticed before making a bunch of body mophs. At least this is a relatively easy fix.
.
Edit: Toes Corrected
Test Render with Quick Shaders plus Hair and Eyebrows
Fantastic work - looking great!
Here is a youtube tutorial playlist for 3DCoat that I had started going through. Don't know if it is outdated. Says 2016, so I guess it could be. I've only just begun, and I'm not watching in order. I've only watched the interface, retopology and uvmap videos. I follow the guy pretty well, but haven't tried it myself yet.
https://www.youtube.com/playlist?list=PL17Z03Lf1lyKZsHLvg27ZP0kzVR_mvLpX
Thanks a lot. I really apprciate encouragement. Shout out if you have any ideas for improvement. I always admire your figures. I have a "rigging in Daz Studio" tutorial by SickleYield, so may rig this figure in both Carrara and Daz Studio like I did for the previous clayation dude. Some pluses for each.