Saturday, April 22, 2017

FINAL!!

My first insperation is Brand from League of Legends




My next inspirations were all from World of Warcraft.








FIN!!!



















Friday, April 21, 2017

Substance Painter Vids



Hooking up all the maps.


Painted the mouth and tongue, nose and eye sockets




Did the roughness for them as well.


This is using the projection painting which is really nifty. 


This is using the masking to make a nice crisp edge.


This is after finishing the mask. 


Used the other texture to do the belly.


The "effects" thing is not there anymore it is now Filter where the HSL is.


Using the filter I changed it to more of a battle worm


I was trying to do to height layer and for some reason this happen just to this part i am going to try and get rid of it with the mask that we are already supposed to use. 


Wait I fixed it!!



Now going to use the geometry decal tool





Monday, March 27, 2017

Intro to Rigging

Rigging Concepts
-Power: Affecting large numbers of objects, attributes and values
-Detail: Moving or changing on a small, individual level
Rigging-The ability to control as many objects, components and/or attributes as possible with as few controls as possible. This is also called "abstraction."
Rig Function- Rigs should be created to what you need it to do. However oftentimes, rigs need to be created with no animation pre-planned.

List:
-Flexible Spine
-FK/IK Arms and IK only Legs
-Independent Hip movement
-Feet that rotate at various points (toe,heel and ball)
-Eye targeting
-IK Arms follow shoulders or World
-Hand/Finger controls through sliders and direct rotations
-Jaw motion through rotations and attributes

Setting up Naming Conventions
Character Name Abbreviation:
-Gruf or gruf
-4 letters or less; keep it consistent

Sides:
- right"_rt", center"_c", or left"_lf"

Name (what it is):
-shoulder"_shldr", center of gravity"_COG', "_foot", ect.

Identifier:
- "_ik_ctrl", "_fk_ctrl",  "_DEF", "_JNT"

Always separate with underscores:
- gruf_c_COG_ctrl, gruf_lf_wrist_ik_ctrl

Joints and Hierarchies
After making the joints make sure to hit the enter/return to clear the mouse.
The childs translation is based off of the parents.
The rotational axis always points to the child. If it does not have a child it point with the world.


You can change the size of the joints.

Shift+p=unparent
This is a MEL script that when you click it it will select the whole Hierarchy. 

Having issues sourcing the scripts needed.
I dont know if its a pathing issue or not but I can't Source any of the script and idk why..
The joint Orient Script is very useful. It can orient the axis so you don't have to do it manually and then screw everything up over time. Also if you want to do it manually you can put the numbers into the script and do it that way to it exact. 


The Re-naming script is powerful and defiantly needed to keep things clean and neat. Which are things that you defiantly need for Rigging. Organization. 

Examining the Mesh
You want to make sure the mesh is clean. 
You want to delete type history and to make sure there are know transformations. 
Next you want to make sure that the polys are all quads (or tris) just no ngons. 


   

So I added the joints. Just want to get the joints in a close ish place you can always go back and change the position later. Now, the leg of the model is in the wrong place. So I must change the position of the leg. It will be better to put joints on the outer edge because if they don't the hip will collapse soo much.  Also depending on what you want the character to do the T-pose is the best way to Rig a biped. when you put the joint in the middle of the arm the face on boths sides will collapse equally. from the top POV the arm should be bent slightly for better elbow shoulder and movement. 

To change the position of the feet it just soft selection withing rotating the hip in and rotating the feet in.  

Creating the Skeleton
  

Create a floating joint in the middle of the eye and then point constrain them. Delete that point constraint and then parent it to the head joint. Then after that you work on the arms and fingers. Now for the arm it will be easier to work from the top since it is bent. 

Finger Placement and Joint mirroring 

 

So with soft selection and mirroring I moved the arm vertices to be in line up with the elbow. Then I moved the fingers more into place. Moving the joints to match up with the knuckles of the hand. When modeling make sure that the fingers are flat this helps when it comes to rigging and posing. Then I parented the arms and the legs to the spine by using the mirror joint which is nifty. 

Naming the Skeleton






First delete the left side of the joints. 
Now going in and naming the joints using the "select hierarchy" and the "comet rename" which helps a bunch! the after naming ALL the joints you mirror the joints to the other side using the mirror tool again. 


FINALLY GOT THE SCRIPTS TO SOURCE! I found out that I was putting them in the wrong folder.... 

Orienting the joint Skeleton
 Have to make sure the wrist joint is correct first before the rest
Did the revers to the other side of the arm. 
Then did the same for the legs.

Duplicating the DEF Skeleton
So first we need to orient the pelvis since we did not do that before
Then group the whole skeleton, make a copy of that, rename it, after this make a new layerthen also use the rename script to rename the hierarchy 
 




Why use Two Skeletons?
-Eases binding and weight painting
-Allows changes to controls w.o unbinding the mesh
-Keeps control and deformation hierarchies organized
-Eases baking animation to clean skeleton later by baking animation and deleting constraints
-Exports to game engines
-Easier to apply mocap data to clean skeleton

Make sure nothing changes besides the fingers between the two skeletons

Scripting the Constraint Process
WOOT WOOT! It worked now all the Def is constrained. Then just rename . oh and dont forget to point constrain the pelvis. 

Beginning the Spine Using Spline IK


Creating the joint chain. 

Then Re Orienting the axis.
Binding the skin. 


Binding the Curve Control Structure
To start out get a circle curve and then enlarge it. freeze it and then change the color and of course name it. 
Using a script to help bind the Curve Control. 

make sure you do D+V to put the circle is snapped back to the root. 
Then copy processes and then parent constrain.  
Adding Twist and Beginning the Neck
down arrow + delete+ groups 
parent constraint the groups to the joints.
Finishing the Neck by Adding Curvature
  
Making the neck to additive curvature process. 
Creating the Head Follow Controls

Parent constrain the neck to the head. 

Controlling the Eyes Using IK Controls
First rename the eyes since they are both center. 
Duplicate the eyes joints and rename them away make sure to move away and to parent them to the first eye joints. 

Make a locator and snap into the right eye and duplicate it and move it to the left eye and then move them up. 

Pole vector constrain and do the same with the left eye 
Parent constrain the locators to the head control. 

Hip Controls