Follow us on Facebook Follow us on Twitter Linked In Flickr Watch us on YouTube My Space Blogger
التسجيل
صفحة 1 من 2 12 الأخيرةالأخيرة
النتائج 1 إلى 15 من 16

Sideshow Bob

هذا الموضوع : Sideshow Bob داخل Making oFالتابع الي قسم ابداعات طريق الجرافيك : Making a Sideshow Bob by Jalo, Argentina <LI class=maintext> Concept and Modeling Rigging and Skinning Hello I am Jalo and ...

  1. #1

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50

    Sideshow Bob

    Making a Sideshow Bob by Jalo, Argentina




    Hello I am Jalo and going to explain the construction of bob (sideshow bob). The first stage that I go to speak is the one of conceptualization and modeling.....

    Conceptualization is most important. because at this moment we are very clear that what we are going to construct... soon to pass the modeling and to be constructing mesh base on the concept, is something as well as one devises in a design project. If you dont have this, you dont have nothing.. Definitively it not going to work... the idea is the Motor of all project and without this, believe me not going to arrive at any port. It is here where all the questions, are answered.....

    At the time of beginning, to start a model is best one has idea that it forms and as is seen. Thus in sideshow bob, I have toy bob which I photographed in front, flank and above, that helps in kick off start the model.


    I mind lots of questions are coming at this moment. If the character is high or low, if he is fat or skinny.... this part is very important, because here it is going away to base the generation of mesh throughout the body... I mean... where the hands pivot arms. Abdomen feet. etc.... and another very important part that is face....

    In sideshow bob partly we know the character, thanks to the series The Simpson. We know its personality and classic movements, their emotions. From it is here where we will be based for the construction of mesh, knowledge where it must have but expensive, and where no, sketches is also important to know as it can be expressed and to know the forms that we are going to model... if we can also draw it is a good beginning to modeling.


    Then first it is to start of model to take it in to the soft 3d (in this case 3d max) and from there, we make the preparation basic of views so that they serve as like trace... and to begin to draw it, basing on the views and contours. Classic views, front, left, to upper and botton........

    The modeling technique I am going to use in this project is poly modeling.. and it is leaving from a box. With some divisions of faces in max (convert to polymesh, and in modify panel we editable it) CUT, extrudes, bevel and move, is going to be the used parameters.


    It is important to consider that we are preparing mesh.. (Modeling) to character that in this case it is going to move... also it is important to have an expression and position of the neutral body. And from beginning here to model... in the case of the arms it calculates the length of this to where the knees finish.

    The idea is to copying the basic form, the contour of sideshow bob and here it is where I decided to begin from face, almost always is of my preference to begin from face and later to go from there to the total of character.



    The idea was to go progressively from the face, eyes mouth nose, body feet, arms and hands....... always considering to begin by the basic forms and then adding details.


    The technique is to be adding courteous and soon replacing the faces and to be giving form.


    This is a gold rule for me always I think everything in phases... in steps... never treatment to give all the detail him in the beginning....Once the basic form is modeled, the phase to be producing more details to polishing the parts..


    After separating and moving vertices and faces the form is obtained and the personage begins to appear, which is good beginning.



  2. #2

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    In the same way we go with extrudes and CUT, modeling the character... step by step always remember is a good trick.


    The hand always is a complicated part.... one must stop and make some CUT and prepare to be able to extrude the tubes that soon will be the fingers and re position vertex so that it fence taking form, the hand.


    If the foot begins to have form but rememory now that forgets the ear and with the same technique beginning to me to dale forms cutting and stretching outwards.



    When we are in agreement with the result of mesh, we happened to the phase of detail for animation. It is a very important phase here because we began to think to future, in rigging... that type of rigging we are going to use and where they are going to pivot the parts of the body and rigging works generally for the same specific scene but often we are going to generate rigging for takings you specify that the director decides or animator, like me =).


    It is important that they notice as I add myself to certain cuts to generate later in those better areas you bend or deformations for the animation.



    With half of welded character it is a good moment to begin to add the parts that form the character, Like the clothes, or its objects that make the character, in this case - hair, necklace, hawaianas leaves and eyes.

    When I began to model patinio or sideshow bob, really wise that the part of the hair was going to model with zbrush. Because it is very powerful and easy to model to certain things and second because it wanted that finishing had another one, another aesthetic one of modeling, or part of the decision of the design.


    Once solved the hair, I followed with modeled foliage this in max and is here where we return to decide an aspect to represent in design terms 3D... models it of that way because wanted to show and to respect the essence of drawing, and at the same time to give that knife average aspect him of knives that always accompanies it to bob.

    To divide of box yeah again, always is a good beginning, simply I gave form him and uses Array and groups later to be able to animate them by separated.....

    When I constructed the foliage, and I saw. As it were directly in contact with the skin. It really was not like, then I decided to add a hoop or something to him that visually made overtone, in design terms, (to solve construction and design obstacles is one of the things that but I like to do, in the 3d world =))

    Simply I constructed a hoop that soon, encloses a noise modifier to him, so that is not perfect in its form.


    Once solved this phase... it lacked the necklace... this also modeling with zbrush, because, tapeworm the necessity to give certain randominzation stones. I import to max and soon Array uses again to give the distribution.


    The phase of conceptualization and modeling arrives at a good point to recheck and to reflect on as it is going to be rigging, that types of movements we are going to need for this character. We do not forget that, and I repeat many scenes must prepare itself, with rigging special or absolutely dedicated for that taking that the director or creator or animator need...


  3. #3

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    It is very important that we have think well, that type of structure and movements to the character... like the face expressions. He is important to know this well since on the basis of the movements that we want that it does bob, beginning to draw some structures and part of the system of rigging is to another good rigging.



    What is rigging? .. for that you do not know it, summarizing it it is the structure of the body that goes to cause that our character move.... like our body. We have bones and these bones move on the basis of muscles... in this case the animator is the muscle of those bone to moves.





    And skinning is the skin that is going to surround to the bones... in truth the skin is modeled which we did previously and infact this serious system that helped to deform the modeling one of the character, like a ******** says to the structure of rigging something as well as that this between means of rigging and modeled... the method is skinning....




    Rigging

    We began with rigging of the Spine. I like to begin by this part... I have to go step by step solving the difficulties..... (they consider that this rigging is probably that it works for 70% of the takings that are needed and that of insurance there are to construct some others for really you need specify scenes....) The Spine is a very important point at the time of creating animation... and when an animator tries to give him life to the character this must respond correctly to all the movements. There are several forms to do rigging for a Spine but I am going to tell the one them that uses...for Sideshow Bob.

    The used commands in this character in rigging are hierarchy (Link) constraints, reaction, wiring, and try to visualize it in your minds, like a structure to create.

    We have a pile of bones and these we are going to control to move it them by means of helpers or UI to parameter controllers, all of them to create dependencies of objects for soon is but natural and easy at the time of animating it....

    Start to draw to 4 bones for the Spine which are going to control by 3 helpers visible for the animator. And other that will be for the Riggerman and a line spline with 5 vertex that when applying to them. Controler// spline IK to controler// with Link option is not the base to begin.


  4. #4

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    After creating 4 helpers that they above helped us to the dependency of movement between the vertebrae, when we move those of down and vice versa... this dependency is created with position constraints, creating a progressive movement, example... a 10 movement that if first and the last chain moves 2.... Those of means are what they have position contraint.





    Now the easy part.... Link the part that has the dependency to link the 3 IK controls of spline and next helpers that also to ik control corresponding to its height in the Spine.



    The idea is to create dependencies of movements, this is not the solution for all the characters just a possible one for this. The important thing is that they understand the process that is due to create and on the basis of this one it can be creating new riggings for situations in which one must solve the diverse situations that appear.

    Resolute the Spine Once, we must begin on the part of another one rig that is the one of the leg and feet....

    a:
    Similar as I constructed the Spine with respect to bones we created the bones necessary to define the structure that is going them to move, and this is defined applying to a HI IK solve... becouse the system that more good react for complex hierarchies and are quite light in calculations to solve them in simple move within 3dmax

    b:
    Next we pass to the foot, and adding some bones in the right place of pivots, we return to put HI IK solve.




  5. #5

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    Once defined the structure, we used the same logic.... Objects to helper that to serve to us as help to facilitate the movements.


    This hierachy is important because by means of Parameter Editor of max we are going to construct spinners that by means of reactions we are going to control to make the movement very easy of the feet.



    With the link Reactions the logic to follow is that starting of an object that we created and we called Masters and this will have Slavers that is helpers and of these to control them by spinners of custom atributes.




  6. #6

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    Okey now this is good moment to go the next step.... the arm and hand to other step you have to do hard rigging work =)

    For the arm, the first is to establish where it located the parts of bones and here it is where to have the body in a neutral state it serves to us helpful, we drew the part of Spine left and arm until the hand.





    For the forearm prepared more two bones, than they will do the torsion at the time of controlling to mesh to obtain the effect, of the bones of our human forearm. in the same way with constraints we created a dependency to obtain progressive movements.

    The solvers for the arm are setting, which uses a HI IK to solver above by the same explained reasons. And setting the chain of solve.

    One can use any object like helper, but Something that is really is of help for my, in this case uses the objects helpers of Paul Neale, that can free download these script from page of Paul http://paulneale.com that and others script that is incredible.



    Now the hand is the part to take more time to rig correctly but later is more easy for animating, really this time it is worth gold, believe me the construction of the hand will be just as the one of an arm or a leg, we drew or we created located bones where the structure for mesh we need to create a pivot.


    Now that controlled? wiring and we created a series of attributes holders that will be applied when located helper above of the hand, and that in this case was creative with attributes holder 2, of Paul Neale, also they are possible to be download from the Webpage. Script that has the ability to keep presets from position which makes the animation very easy of the hand.



    Now the neck, is easy part, must create the bones that comprise of the neck and the head these linking to the system of the Spine and later we created like always helpers that it helped us to rotate the bones, using the progressive logic of movements.



    Now one of rig more easy is with the eyes to use look AT constraints, to an object helper that it helps to do that the character watches to look where.



    For last ...needed to integrate each one of those rigging that now are separated and to cause that they are integrated... linking rig of the legs to the column and the arms to the column also.

    Once we arrived at this point, this is good step to think on the operation of rigging and to test some of movements and if the rotations make the logical movements for the character, we constructed. We duplicated or re rigging the left side of character and testing movement.


  7. #7

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    Skinning

    If everything works as we waited for, yeah people are moment for breathing deep and for beginning what the process of skinning, as we mentioned before this is the moment where we do that rigging that we constructed I interacted and it modifies or it follows mesh that we modeling previously.

    A detail, does not forget rigging the objects to me that form the character but who these will be rig after skinning, why? Because by the type of objects that are is necessary first to have a correct solution for the skin, since these go by above of the skin, then we need to know where deform, and after adjust them the objects.

    We go direct to the process of skinning, first it is to select mesh and to apply modifier – SKIN - this is the one that helped us to that mesh deform assigned by bones.



    The following thing is to add the bones that we created necessary to control the skin and then we chose bones and we began to see as skin moves, using helpers....







    Okay see the result and is really bad. The first is Not to be scared, and if we can be smile of this. It is a good beginning. After testing and to see that nothing moves as it seems... begin the beautiful process of skinning... and I say it sincere... I like much the part of skinning. First it is to begin to define envelopes for each bone so that it surrounds the necessary areas and space.


  8. #8

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    And test again to see as skinning works.





    Okay everything works maybe a little better but not sufficient like say as finished work.....and it is necessary to understand that with the phase of envelopes, we do not have to solve all the movements of skinning in this phase. The next step in skinning is bake vertex....

    The process follows. When we obtained best possible thing with envelopes... We decided that it is the moment for happening to bake and this is to decide that we passed the process of Paint Weight... this process is the one that will make the parts and pivots of the character seen better.






  9. #9

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    Once finished baking and Paint Weight, test you movements again and we verified that everything works to our expectations, now we can pass to finishing step.





    The next step is the part of rigging, and need to focus on the objects - necklace and the foliage

    After testing from linking to bones rigged, I found that most effective and fast to calculate is Skin Wrap, both objects are rigged in this way and the result is like we looked for one.




  10. #10

    الصورة الرمزية طريق الجرافيك
    إدارة طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    طريق الجرافيك
    المشاركات
    172
    Thanks
    0
    Thanked 1 Time in 1 Post
    معدل تقييم المستوى
    50
    Now after testing, I found it lacked something essential and it was the hair. The tests I did with Flex were not the wished ones. And inevitably I did rigging for each hair, with bones...


    Now the following thing was to decide that he was the best thing to control and to give him to life... with rotation constraints was the solution.... with helper easy to give movement to the hairs.



    We complete the character, always create a pair of objects to helper that I call Masters and gives the possibility of handling the character, and to make movements that surrounds several to helper, with which we obtained movements of almost all the body, the idea is linking several to helper to these masters and thus to obtain better movements, like better rotations of the body or to walk.


    Render Stage



    Okay the important thing of this process is great... since it is the part that will give naturalness by the deformations that character has, by its movement... the animation is the one that will really give him life... it is a very important point... that we making Test and animations and drawing talvez in paper our ideas... or systems rigging...

    Try to think it like parts of systems that are united by the same system, takes time but they create a really great movement to the character =), Thanks for the interest to read this tutorial.

    And they remember, love what they do and they go it to do well, All the best yours

  11. #11

    الصورة الرمزية dody2d81
    طالب بالمركز التعليمي

    الحالة
    غير متصل
    تاريخ التسجيل
    Dec 2007
    الدولة
    alexandria
    العمر
    36
    المشاركات
    811
    Thanks
    0
    Thanked 0 Times in 0 Posts
    معدل تقييم المستوى
    28
    it is really perfect

  12. #12

    الصورة الرمزية mynameisyaser
    طالب بالمركز التعليمي

    الحالة
    غير متصل
    تاريخ التسجيل
    May 2007
    الدولة
    مصر
    العمر
    41
    المشاركات
    1,829
    Thanks
    0
    Thanked 3 Times in 3 Posts
    معدل تقييم المستوى
    52
    السلام عليكم ورحمة الله وبركاته
    مشاركه جميله ورائعه
    ياريت لو فى حاجه زى دى بالعربى بهذا التفصيل
    فامتعنا بها وجزاك الله خيرا

  13. #13
    الصورة الرمزية hany_201083
    مصمم متميز

    الحالة
    غير متصل
    تاريخ التسجيل
    Dec 2007
    الدولة
    egypt
    المشاركات
    1,844
    Thanks
    0
    Thanked 2 Times in 1 Post
    معدل تقييم المستوى
    48
    كلام ممتاز جداً وشاكرين لوضع موضوع زي ده ياريت الحجات دي تتكرر كتير
    يضيع العلم بين الحياء والكبر

  14. #14
    مصمم جديد

    الحالة
    غير متصل
    تاريخ التسجيل
    Aug 2008
    الدولة
    iraq
    المشاركات
    28
    Thanks
    0
    Thanked 0 Times in 0 Posts
    معدل تقييم المستوى
    0
    حقيقة يااخوان درس ممتع ولكنه محتاج لبعض التفصيلات

  15. #15

    الصورة الرمزية AzizX
    طالب بالمركز التعليمي

    الحالة
    غير متصل
    تاريخ التسجيل
    Aug 2010
    الدولة
    سلطنة عمان
    المشاركات
    561
    Thanks
    0
    Thanked 0 Times in 0 Posts
    معدل تقييم المستوى
    21

    رد: Sideshow Bob

    تسلم ايديك ممتاز و جيد جدااااا


 

 
صفحة 1 من 2 12 الأخيرةالأخيرة

الكلمات الدلالية لهذا الموضوع

المفضلات

ضوابط المشاركة

  • لا تستطيع إضافة مواضيع جديدة
  • لا تستطيع الرد على المواضيع
  • لا تستطيع إرفاق ملفات
  • لا تستطيع تعديل مشاركاتك
  •  
الساعة الآن 34 : 11 PM
Powered by vBulletin® Version 4.2.3
Copyright © 2017 vBulletin Solutions, Inc. All rights reserved.
Search Engine Optimization by vBSEO