
Rigging my bunny for posing took a lot more than I thought. I had to learn quite a bit more about IK chains and how Blender uses them than I expected I'd have to just to make a basic pose.
I had to completely redo the mesh in a lot of places, so my previously posted texture is invalid. So I just slapped on a few basic colors so he wouldn't look so statuesque.
My rigging still has problems. Blender is telling me I'm getting a slew of "Chain" warnings, which I have a feeling has something to do with how I parented my IK bones to the COG bones. I read somewhere you're not supposed to do that, but I can't figure out why. I've also got bad creases between vertex groups where the bones are bending the vertex faces. That'll get fixed with weight painting, but I'm not gonna get that far tonight, or possibly not this weekend.
I was going to make him smiling, but somewhere along the lines my "Smile" Shape Key for his face evaporated. The only thing I can guess is that I changed some vertexes on his face somewhere and the Keys became invalid, so they just went *pwip* without a sound.
Anyway, I'm really happy with how he's coming along. Still needs a lot of tweaking, but I'm pretty confident now that I'm going to end up with something that's really worth looking at.
Even if it may not be, you know, pron. I'll get to that eventually.
I had to completely redo the mesh in a lot of places, so my previously posted texture is invalid. So I just slapped on a few basic colors so he wouldn't look so statuesque.
My rigging still has problems. Blender is telling me I'm getting a slew of "Chain" warnings, which I have a feeling has something to do with how I parented my IK bones to the COG bones. I read somewhere you're not supposed to do that, but I can't figure out why. I've also got bad creases between vertex groups where the bones are bending the vertex faces. That'll get fixed with weight painting, but I'm not gonna get that far tonight, or possibly not this weekend.
I was going to make him smiling, but somewhere along the lines my "Smile" Shape Key for his face evaporated. The only thing I can guess is that I changed some vertexes on his face somewhere and the Keys became invalid, so they just went *pwip* without a sound.
Anyway, I'm really happy with how he's coming along. Still needs a lot of tweaking, but I'm pretty confident now that I'm going to end up with something that's really worth looking at.
Even if it may not be, you know, pron. I'll get to that eventually.
Category All / All
Species Unspecified / Any
Size 495 x 599px
File Size 31.8 kB
I wouldn't feel too bad about it. From what I've read, Blender has an interface unlike any other main stream 3D modeling program out there. The fact I've never used another 3D program probably helps, because I'm not "used" to it doing anything in particular.
The whole right-mouse-button-for-select thing took some getting used to.
The whole right-mouse-button-for-select thing took some getting used to.
You can change selection to be the left mouse button ya know:P And it's unlike other 3D software packages mainly because you can't define which hotkeys do what, or how things are selected. Overall the model is good, have you tried fur on it? It would look kinda cool with that. Also, is the thigh supposed to be "folded in" like that?
At the time, I didn't want to mess around with the interface because all the online tutorials were done on the basis of a "stock" Blender install. So I just sucked it up and used it the way it was designed. And I'm glad I did. It's pretty much second nature now, as are a lot of the keyboard shortcuts.
Blue Bunny here was my very first mesh (this is the third version I think), and at the time Blender didn't really support fur. They supported fur-like particles, but the system was cumbersome and difficult to use, so I never planned on using it. I dropped working on him in favor of Honeybun because I had done the topology for his mesh all wrong, and couldn't get him to deform "naturally". I actually ended up making two versions of her as well, neither of which I've fully completed yet, but I did a much better job with the topology in both. I played around a little with fur on Honeybun, but never got very far because there were problems with stability when using Blender on a Windows PC. Hopefully that's been fixed in 2.48a.
The thigh is supposed to be folded in like that, yes. What I was going for was that "pantaloons" look that you see on some Disney bunnies and on that one pokemon everyone draws porn of. I forget it's name. It's blue. And I've seen it done femal and male. And herm. I'll think of it's name as soon as I post this, I'm sure.
Blue Bunny here was my very first mesh (this is the third version I think), and at the time Blender didn't really support fur. They supported fur-like particles, but the system was cumbersome and difficult to use, so I never planned on using it. I dropped working on him in favor of Honeybun because I had done the topology for his mesh all wrong, and couldn't get him to deform "naturally". I actually ended up making two versions of her as well, neither of which I've fully completed yet, but I did a much better job with the topology in both. I played around a little with fur on Honeybun, but never got very far because there were problems with stability when using Blender on a Windows PC. Hopefully that's been fixed in 2.48a.
The thigh is supposed to be folded in like that, yes. What I was going for was that "pantaloons" look that you see on some Disney bunnies and on that one pokemon everyone draws porn of. I forget it's name. It's blue. And I've seen it done femal and male. And herm. I'll think of it's name as soon as I post this, I'm sure.
Yeah that's true... what you're used to kinda sticks. Thats why i hurried to change the interface - i'm used to 3dsmax for a long time and just can't adopt anything else so easily...
I've tried the current blender fur and it's pretty good... It's still a particle system but thats not really a problem, since its very configurable, almost as configurable as the 3dsmax one... I think only stuff like controlling hair density and length via texture are missing.
Check out this thread here- http://blenderartists.org/forum/sho.....d.php?t=124839 , it looks awesome when it's textured!
And for the "pantaloons", i can't really tell since i haven't watched pokemon, but it seems like a weird approach... Can't you model it naked and have the clothes over the mesh, following the armature? Thats how i and many others do it anyway.
I've tried the current blender fur and it's pretty good... It's still a particle system but thats not really a problem, since its very configurable, almost as configurable as the 3dsmax one... I think only stuff like controlling hair density and length via texture are missing.
Check out this thread here- http://blenderartists.org/forum/sho.....d.php?t=124839 , it looks awesome when it's textured!
And for the "pantaloons", i can't really tell since i haven't watched pokemon, but it seems like a weird approach... Can't you model it naked and have the clothes over the mesh, following the armature? Thats how i and many others do it anyway.
I've seen that thread, and it's hella awesome yes. But when I tried to make something similar, Blender would just crash on me. From what I understood, it was actually a limitation in Windows (something about the 3Gb memory limit), but it made it impossible to put more than a hundred or so parent particles on a mesh, and that's simply not enough to do anything as nice as what you see in that thread. I had planned on installing Gentoo to see if the Linux version of Blender worked better, but maybe they've worked around it in 2.48. I'll end up playing with it eventually.
As far as clothes... you could do it either way, to be honest. A shirt or pants can simply be extruded from the surface of a base mesh, then textured accordingly. It might even be easier to do that way, because you don't have to worry about the body "moving through" the clothing when the armature is moved/animated. Plus there are times when you simply don't need to switch around the clothing for whatever reason, and it's faster to just create the clothes directly on the base mesh. The limitation is that then you can't play dress-up with your doll, and they're not terribly fun to play with if you can't dress them up. It'd also make stuff like soft bodies a lot more complicated to use for clothing, I think.
I never planned on dressing up this bunny. He was mostly just a toonish character I came up with in order to learn Blender. Basically, the "pantaloons" aren't clothing at all, they were just big fluffy... things around his knees. That's how I drew him up initially. It didn't make sense, but it didn't need to. On the other hand, Honeybun "HS" was designed from the start to be dressed in a variety of outfits. I'm still working on getting her base mesh fully rigged though, and I want her to use fur, so she's a ways off from sporting the latest fashions yet.
As far as clothes... you could do it either way, to be honest. A shirt or pants can simply be extruded from the surface of a base mesh, then textured accordingly. It might even be easier to do that way, because you don't have to worry about the body "moving through" the clothing when the armature is moved/animated. Plus there are times when you simply don't need to switch around the clothing for whatever reason, and it's faster to just create the clothes directly on the base mesh. The limitation is that then you can't play dress-up with your doll, and they're not terribly fun to play with if you can't dress them up. It'd also make stuff like soft bodies a lot more complicated to use for clothing, I think.
I never planned on dressing up this bunny. He was mostly just a toonish character I came up with in order to learn Blender. Basically, the "pantaloons" aren't clothing at all, they were just big fluffy... things around his knees. That's how I drew him up initially. It didn't make sense, but it didn't need to. On the other hand, Honeybun "HS" was designed from the start to be dressed in a variety of outfits. I'm still working on getting her base mesh fully rigged though, and I want her to use fur, so she's a ways off from sporting the latest fashions yet.
Wow really? It never crashed on me... But i'm using Windows2003 which doesn't have the 3GB limit, maybe it's that. Why don't you try opening these files and guide i found on someone's website:
http://www.cogfilms.com/index-2005.html
They're three files of a "hairy cube", and the way they look after rendering is extremely good... Why not check if they run? If they do, i think you can apply the same particle system used there directly on your own models too.
As for the pantaloons - my thoughts exactly. It may be easier etc., and more ideal for a game model, but you kinda lose the fun of dressing it up:P I tried using reactor (the physics thing for 3dsmax) on one of my models' clothes once. The result was very interesting, but it was a major pain to set up, because there was always some part where the clothes interpenetrate the body mesh...
http://www.cogfilms.com/index-2005.html
They're three files of a "hairy cube", and the way they look after rendering is extremely good... Why not check if they run? If they do, i think you can apply the same particle system used there directly on your own models too.
As for the pantaloons - my thoughts exactly. It may be easier etc., and more ideal for a game model, but you kinda lose the fun of dressing it up:P I tried using reactor (the physics thing for 3dsmax) on one of my models' clothes once. The result was very interesting, but it was a major pain to set up, because there was always some part where the clothes interpenetrate the body mesh...
Well, looks like whatever was wrong with fur particles before has been fixed. Seems to be working just fine now.
Haha, 20,000 parents and children enabled. Fuckin' awesome. =:3
Haha, 20,000 parents and children enabled. Fuckin' awesome. =:3
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