Ideas Wanted: 2-Character 3D Animation
9 years ago
I'm looking to hear your ideas for a 2, or 3 character Animation.
Something simple, Looping, about 10-20 seconds due to FA size limits.
Subject is open to any ideas.
Something simple, Looping, about 10-20 seconds due to FA size limits.
Subject is open to any ideas.
Or a character jumping in / out of bed? scareing the others?
If you want more help feel free to note me so we can maybe discuss the ideas back and fourth? :D
Did you have a preferred character in my gallery you would like to see?
I'll need to stidy better references and fix the flaws first.
She's intended to be very smooth and graceful in her movements, somewhat athletic and surprisingly light to pick her up. Improvements will be made until she's closer to how she's supposed to look. I guess I set my deadline too short.
I've located and ordered the book you've reccomended from Amazon.
Perhaps I should give the girls a competition to see who had the softest bodies. Though I'm trying to come up with a cause for them. then again this is FA... May as well just go full out bounce till one of them gets knocked out by her own breasts.
See if Blender has anything related to a muscle system, or has anything for "jiggle controllers" to handle the dynamics of large muscle groups when a foot impacts the ground. That was one of the big innovations before dedicated muscle systems.
As expected, her breasts bounce somewhat more heavily than the shirt and then clips through it. Remove the underlaying breast geometry and the shirt just doesn't have enough mass and geometry to bounce in quite the same way on its own.. cloth simulation works, but appears very floaty.. like springy layer of air is being pumped underneath, and the fabric never really rests upon the surface of the model.. a few cycles of animation and she's happily running around butt naked again .. just can't keep clothes on that girl.
I'm going to try creating a Jiggle Bone to drive the existing breast bones already in the rig.
It also sounds like the physics calcuation on your cloth simulations is nnot robust enough to force the cloth to not permit the limbs to clip through and break the simulation. If you are getting "air". it maybe the cloth attributes have insufficient weight/density? How was the cloth simulation done in the recent Blender Project short films?
You may have to "fake it" the way game models do, with Tight clothing copying the skin weights of the underlying skin, and only skirts and cape having cloth simulation, or bones with dynamics.
Though no clothes at all, as a bit of an appeal.
It does factor collision and friction, but doesn't really look at what's happening nearby physics wise.
Close fitting clothes seem to be where things break down. I found the setting in the cloth sim causing the offset. Cloth seems to be baggy, doesn't move quite the way I'm expecting and quickly gives the poor girl a wedgie... Revealing everything.
I found a better solution within the soft body calculations, by merging her cloths mesh with her body mesh into one, the physics then seems to share relative mass, then with self collision enabled solves the clipping issue. only the clothing areas that need to move can be weighted to move, everything else follows the rig... weights can be adjusted for her collar and shoulder straps to pull nicely, to contain her breasts. The Soft body of her clothes and the breasts will compresses her nipple in a realistic way, whereas cloth sim simply drapes over it in a very pronounced way.
Soft body also calculates far far far faster than cloth sim, real-time without self collision, and 12fps with the self collision enabled. The clothing is considered to be part of the body for physics, yet is separate enough to move freely on its own where desired.
So, cloth sim for very loose, big clothes and capes.. soft body for tight fitting second-skin clothes that follow the body shape and movement.
https://vimeo.com/108673820
Building structured Walk Cycles
https://vimeo.com/70252506
A Strip Tease routine.
Hopefully these will help
Even then it's "biped" rigging was so automated it was almost silly easy to create the rig and walk animation.. blender is quite advanced and flexible, but starts to show its limits as you get deeper into it.. sadly missing any easy such convince features as muscle groups.. I'm stuck with creating my own sad approximation with shape keys and "drivers"
But fighting, ready, jumping, punch and kick animations are certainly a good idea to try.. especially with something like a fighting game.