First & second try to animate the standard dude (Qubicle & Blender)

@EpicDwarf … that is because it is rough :laughing:. My comment at the beginning towards Steve was honest. It is not beautiful, but I was happy like a small child getting their x-mas present when it was done. So I wanted to share it with the world.

You might not see too many “nice” things from me here at the moment. I am in a phase where I try things out, including Qubicle, Lua and now Blender. So for the moment I am more interested to share some experience along the way than to create masterpieces.

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As far as I’m concerned that’s what this is all about, trying things, getting it out there, you probably know 90% of what is wrong with it, and what could be done better, but having other people look at your models and that is always great for inspiration!

I’m loving the creativity from everybody so far, and am looking forward to what people will come up with!

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just out of curiosity, is anyone using (or familiar with) softimage? its quite expensive, but if i recall, it’s one of the big names in the industry… now that i think about it, is truespace around any longer?

edit: no, truespace is indeed defunct… :no_good:

Exactly… trying to learn some stuff, testing what could work and what not and think about the first own mod which should enter into the world of Stonehearth. I also absolutely enjoy the community at the moment and appreciate all the comments (not only the nice ones ^^).

Every great animator has their beginning…Looks great! Keep up the good work. At any rate you’ll be working with the likes of Pixar :slight_smile:

… and a second try. I have adjusted the body parts and the rig a bit. Still a way to go, but getting slowly there :wink:.

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ok, the bow with a hair "fwip’ takes the cake… no, wait… you get the :cake: and a :clap:

:smile:

The hair movement just makes it… Might I suggest having the hair on the right and left of the middle bit move a bit as well, they seem even more static when the middle one moves…

Edit: Getting there slowly is better than not trying at all! Plus, you have 6 months to perfect it. By then, you’ll be pounding out animations like crazy.

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Your Majesty @voxel_pirate Your animating skills are Simply astounding!!!
Bravo my Fellow Bravo!!!

Thanks for the kind works… it still looks bumpy at some points and I cannot create all the movements I would like to, not even with my “updated” rigging-setup. It would be great to see all the bones Tom is using for his anmiations… I guess we will have to wait for the Beta.

Ooooooh make him do the Picard please!

Nooo, that’s copyright of @Froggy and I do not want to make him turn into a Ninja and Roundhouse-Kick me :smile:.

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If theres one thing you don’t do, its mess with the Froggy…
The animation is (understandably) rough, but its definately getting there. Your attention to detail with the hair really helps bring the characters to life, and I’m sure once you get the rigging polished, it will progress a lot smoother.

@voxel_pirate Have you Ever thought of animating him so he could do the Congo???
Please Animate them so that they Could Dance!!!

… before I will even start thinking about letting them dance, they have to learn to walk :sweat:. At the moment my focus is on understanding how rigging works. So do not expect that to happen soon… if at all.

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Although they may have to learn to walk after that they’ll learn to RUN!!! Then Dance, Correct your Majesty @voxel_pirate ???

If you mean bones like the skeletal bones that you add in blender then, like I said earlier, I’m quite sure Tom doesn’t use them. At least he doesn’t in the stream where he animates the mammoth and his comments seem to imply that he is using the same method when animating bipedal characters.
Instead of building a skeleton and setting the bones as parents to the different parts of the model you can set one part of the model as parent to another part. So the upper body is parent to the hand (or shoulder if that is a separate part) and the hand is parent to the fingers. You then place the pivot points where the joints should be.
However, using bones have its benefits, once you get past the rigging, so I’m not saying that what you’re doing is wrong. The inverse kinematics lets you work faster and stuff like that.
There might be a way to use meshes like bones and set up IK for them directly. Haven’t found anything about it yet though.

Anyway, you’re doing really well. Keep up the good work. It is very inspiring. :smiley:

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@Agon I must have missed your first post. Good point. Let me look this up. Thanks.

Update: So, based on the last comment I have learned something more. Slowly I am getting the feeling that I have to focus on one thing, not to dig into all directions :smiley:.

Although Tom mentiones “bones” in the stream where he animates the Mammoth, it seems like you are right @Agon. He is working with relationships between the Meshes and moves, rotates, etc. them later on to animate the Mammoth. At one point he mentions that he has prepared some automatic adjustments for bipedals… so probably the same approach is used for the humanoids. I assume that if you know what you are doing, this might give you a bit more flexiblity. However, for a beginner, that looks a bit more complicated.

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Hey @voxel_pirate, Just wondering how much you’ve paid for all of the software you’ve used.

@JOC USD 40,- … which is the costs for Qubicle Constructor Home Edition. Blender is Open Source and for free.