20 submissions
Yeah, I'm not the fastest animator in the world, but I've got the keyframes done and looking rather solid. Here's one of them.
I also learned how to get shading on the textured view in Blender, so here you go. I'll have to fix up the seams that are showing, the hard angles are beacause the forearms/hands and lower leg/feet are not connected to the torso. This is to make changing gloves and boots easier in Torchlight (they're separate equipment).
I also learned how to get shading on the textured view in Blender, so here you go. I'll have to fix up the seams that are showing, the hard angles are beacause the forearms/hands and lower leg/feet are not connected to the torso. This is to make changing gloves and boots easier in Torchlight (they're separate equipment).
Category Artwork (Digital) / Miscellaneous
Species Vulpine (Other)
Size 1280 x 780px
File Size 279.3 kB
Sadly no, I'm a slow animator. I know how to animate, the same way that I know how to drive and how to draw. A full body picture of a person can take me a couple of hours, but for some it's 20 minutes of work and onto the computer to make it pretty. >P
Which is a contributing factor for why my comic is in limbo, I often don't feel like drawing several panels in comic style (5+ per page), inking them on a computer, and then colouring them, because it takes me days to just finish a page, let alone retrace it for inking.
Which is a contributing factor for why my comic is in limbo, I often don't feel like drawing several panels in comic style (5+ per page), inking them on a computer, and then colouring them, because it takes me days to just finish a page, let alone retrace it for inking.
Hello,
alexshrub told me about this. Can you tell me how Torchlight can be modded? I am rather interested in anthro mods, and I am a good 3D artist and animator!
http://www.youtube.com/watch?v=0AZD-WoYlrE
I... would like to help you but honestly I don't have torchlight and I have my own things to do X_X.
alexshrub told me about this. Can you tell me how Torchlight can be modded? I am rather interested in anthro mods, and I am a good 3D artist and animator!http://www.youtube.com/watch?v=0AZD-WoYlrE
I... would like to help you but honestly I don't have torchlight and I have my own things to do X_X.
Hey, nice work.
The process for modding Torchlight is partly the same as making content for any OGRE3D program. You find an exporter from program X to OGRE3D .mesh format and Bob's your uncle. The inclusion of the models into Torchlight itself is based on placing it in the correct directories and adding it to the correct files (in its own mod directory). There's the TorchED (Torchlight Editor) to help smooth this process out a bit. I could definitely use the help with animating. I know what I'm doing, I just have little interest and slightly more skill. >3
The process for modding Torchlight is partly the same as making content for any OGRE3D program. You find an exporter from program X to OGRE3D .mesh format and Bob's your uncle. The inclusion of the models into Torchlight itself is based on placing it in the correct directories and adding it to the correct files (in its own mod directory). There's the TorchED (Torchlight Editor) to help smooth this process out a bit. I could definitely use the help with animating. I know what I'm doing, I just have little interest and slightly more skill. >3
I just got the game and all. Slightly busy right now but... well... if only you have 3DS max X3. Runic used 3ds's standard biped... which is just point and click. Kinda lazy but it gets the job done and it supports anthro characters by adding digitigrade feet, tail, and stuff. It is kinda cumbersome in my oppinion though but it is simple.
I don't have 3ds max, and I don't really have the intention of getting it. >P
Blender's animation tools are quite good and easy to pick up (more or less), and I've already got it rigged and weighted. All you need to know is right click to select, G to grab, R to rotate, A to assign keys. >D
I can find actual tutorials on animating in Blender though if you're interested.
Blender's animation tools are quite good and easy to pick up (more or less), and I've already got it rigged and weighted. All you need to know is right click to select, G to grab, R to rotate, A to assign keys. >D
I can find actual tutorials on animating in Blender though if you're interested.
I'm too lazy to look, honestly. >D
The only animation suite for characters I know of (besides Poser. >P ) is Character Studio. But I can't use Maya at all, and on top of the.... $3k? $4k? Pricetag for that, I'd need to pay another $1k I think for Character Studio. So to hell with that. I'm sure there's free, open source alternatives out there. Blender does the job though, and with the right rigging it's easy to do the animation.
The only animation suite for characters I know of (besides Poser. >P ) is Character Studio. But I can't use Maya at all, and on top of the.... $3k? $4k? Pricetag for that, I'd need to pay another $1k I think for Character Studio. So to hell with that. I'm sure there's free, open source alternatives out there. Blender does the job though, and with the right rigging it's easy to do the animation.
I went to Sheridan College in Ontario, and they have an excellent animation course (I went for CompSci, programming is fun!) and I'm told Pixar hires right out of the course. In some cases even before the students graduate. I audited a few classes, and I've also "acquired" Maya myself, but to understand it you need to be taught it. Its interface is more foreign to me than Blender 2.49, and that's saying something. o.o
I'm not against piracy per se (charging $3k for a software package that your $100 or cheaper competition can do just as well is ridiculous and I'll tend to pirate such software out of spite), but I believe in supporting good ideas and good software with purchases or donations where applicable. Sculptris and Blender for instance are great pieces of software and they're free, but I've contributed to Blender before with a few small donations and the purchase of the Mancandy FAQ (http://www.youtube.com/watch?v=JEiJJ1nMI4k). Honestly the only thing Character Studio does (that I know of) that Blender doesn't is deep character animation stuff like muscle simulation under skin and lip syncing. Any and all of my modeling is meant for game design though and usually features lower poly stuff, so muscle animation is totally not important and if anything talks it'll likely be in speech bubbles or be zoomed out too far to notice moving mouths.
I'm not against piracy per se (charging $3k for a software package that your $100 or cheaper competition can do just as well is ridiculous and I'll tend to pirate such software out of spite), but I believe in supporting good ideas and good software with purchases or donations where applicable. Sculptris and Blender for instance are great pieces of software and they're free, but I've contributed to Blender before with a few small donations and the purchase of the Mancandy FAQ (http://www.youtube.com/watch?v=JEiJJ1nMI4k). Honestly the only thing Character Studio does (that I know of) that Blender doesn't is deep character animation stuff like muscle simulation under skin and lip syncing. Any and all of my modeling is meant for game design though and usually features lower poly stuff, so muscle animation is totally not important and if anything talks it'll likely be in speech bubbles or be zoomed out too far to notice moving mouths.
Z-Brush exports to OBJ format, which is honestly all you need to export a mesh to another program, even 3DS Max or Maya. It's basic, insomuch as it only gives you vertex, edge, normal, and I think UV data (UV for texturing), but from a program like Z-Brush where you don't get to do weighting or animation (or wouldn't want to) this is a minor cost. 3DS Max and Maya have excellent weighting and skinning systems (if you know how to use them). Blender's skinning is quite good as well, but weighting is I feel a sadly lacking area which I'm told the Google Summer of Code will fix.
As for engineering and CAD, you have specific software you use for blueprint design, literally CAD or AutoCAD, which export to their own formats and are made to interact with plotter machines. Blender is not ideal for blueprint design because it doesn't exactly make precision line creation a snap. CAD programs let you specify every line from start to finish at every length you want them to be. While the end result can be a 3D image in either form, they're wrought in entirely different ways. Understanding 3D however gives you a leg up on your competition, and experience with modeling software gives you that. The typical use of modeling software however (outside of CAD, but for engineering) is for concept work.
Some engineers also do concept scenes/drawings to convey the ideas to their potential customers or employees, but usually you go get someone like Feng Zhu (http://www.fengzhudesign.com/) to churn that stuff out because that's all they do, and they're good at it (also, fuck Feng and his perfect Asian artistic abilities. D< )
As for engineering and CAD, you have specific software you use for blueprint design, literally CAD or AutoCAD, which export to their own formats and are made to interact with plotter machines. Blender is not ideal for blueprint design because it doesn't exactly make precision line creation a snap. CAD programs let you specify every line from start to finish at every length you want them to be. While the end result can be a 3D image in either form, they're wrought in entirely different ways. Understanding 3D however gives you a leg up on your competition, and experience with modeling software gives you that. The typical use of modeling software however (outside of CAD, but for engineering) is for concept work.
Some engineers also do concept scenes/drawings to convey the ideas to their potential customers or employees, but usually you go get someone like Feng Zhu (http://www.fengzhudesign.com/) to churn that stuff out because that's all they do, and they're good at it (also, fuck Feng and his perfect Asian artistic abilities. D< )
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