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Dan's Newer Stuff


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#51 itsjustme

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Posted 06 April 2018 - 02:17 PM

Looks great, Dan!



#52 Wildsided

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Posted 06 April 2018 - 02:48 PM

Thanks David



#53 Wildsided

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Posted 15 April 2018 - 09:06 AM

merilwen test.gif


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#54 jirard

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Posted 16 April 2018 - 10:45 AM

Looks good Dan

Would you be willing to show a wireframe?



#55 Rodney

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Posted 16 April 2018 - 12:09 PM

There has got to be a story behind the green hair.

Come on Dan.... let's hear it!

 

For those that haven't clicked on the image... it's animated so... click to see.


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#56 Wildsided

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Posted 17 April 2018 - 06:55 AM

There has got to be a story behind the green hair.

Come on Dan.... let's hear it!

 

For those that haven't clicked on the image... it's animated so... click to see.

 

The girl who plays Merilwen, Youtuber Ellen "Icklenellierose" Rose, pictured below, has a penchant for dying her hair. Blue for the most part which is why my original model of her has blue hair. But her D&D character is a wood elf and green is the colour most associated with nature. Also, there's a character in the video game Shining force 3, called Syntesis who had green hair and I always thought it was cool.

 

ellen front.jpg syntesis.gif

 

Also, I've seen people post gifs before and they autoplay, what do I need to do to get that to work? 

 

Looks good Dan

Would you be willing to show a wireframe?

 

Thanks, Jirard. Sorry I didn't get back to you sooner, for some reason I didn't check the thread until just before I went to bed last night.

Hope these Wireframes are okay.

 

merylwen wireframe0.png

merylwen wireframe head0.png



#57 Wildsided

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Posted 17 April 2018 - 07:12 AM

Never mind, just read that they have to be 480 x 270 over in Jirard's thread.



#58 Rodney

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Posted 17 April 2018 - 11:21 AM

Also, I've seen people post gifs before and they autoplay, what do I need to do to get that to work? 
Never mind, just read that they have to be 480 x 270 over in Jirard's thread.

 

 

It's worth repeating... so it's definitely worth repeating the requirement here.

In order to get the gif to animate in the post the gif has to be a a specific size.

 

A few years ago when gif animation capability was added to the forum I tested a few sizes..

Huge (or even large) animated gifs are generally better linked to (via uploading to the forum) because people usually open a topic to read the topic and don't like to wait for gif animations to ramp up.  If a topic has a lot of gif animation files posted it can get unwieldy pretty quickly and back then people complained about delays in images displaying so I tried to avoid that.  With faster computers these days and a resurgence of interest in gif animation we may need to revisit the size and perhaps allow slightly larger animated gifs to play in a post.

 

 

P.S.   I knew there would be a great story behind the green hair!  :)


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#59 Wildsided

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Posted 05 August 2018 - 03:10 PM

Had some time to kill so installed some teeth, gums, tongue and inner mouth to my Ellen model. Also turned off the toon filter and gave her a bit of a smile.

 

 

ellen smile test0.png


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#60 robcat2075

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Posted 06 August 2018 - 04:46 PM

Can you show a wire frame of that?


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#61 Wildsided

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Posted 06 August 2018 - 05:50 PM

Sure thing Robert. I hid the back of her head to try and make it a bit clearer and did a couple of renders of just the inner mouth teeth.

 

ellen inner mouth wire side0.png

ellen smile test wire side0.png

ellen smile test wire0.png

Teeth and gums0.png



#62 Wildsided

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Posted 07 August 2018 - 09:15 PM

Today was a special day. Today was the day that I finally got a cloth simulation to work without my computer dying or it telling me I forced geometry to intersect or something moved too fast.

 

Took some pointers from our resident cloth guy, Mr Robert Holmén and used his squish everything and reinflate it technique to get a t-shirt to work. Suddenly feel like a lot of possibilities have opened up for the future. 

 

Attached File  cloth experiment.avi   2.9MB   6 downloads



#63 robcat2075

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Posted 08 August 2018 - 04:53 AM

Hooray! that worked well!

You can reduce/eliminate the jitter after it settles by setting "sub steps" higher and/or making "precision" smaller.  Those are settings in Chor props.


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#64 Wildsided

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Posted Today, 12:18 PM

Been faffing with the model some more and made some sliders. The face can now:

 

Open and close both eyes

Adjust the size of the pupils

Look up, down, left and right

Raise each eyebrow individually

Lower each eyebrow individually

Raise the upper cheek facial muscles

Make the basic phoneme shapes

 

Still to do:

 

Individual open and close controls for the eyes to enable winking

Controls for the lower cheek muscles.

 

Here's a quick .avi of her pulling a couple of faces

 

 

Attached File  eyebrow raise.avi   2.44MB   6 downloads

 


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#65 robcat2075

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Posted Today, 01:37 PM

She's alive!

 

I would suggest rigging the eyebrows so they can be shaped rather than moved as unison forms.  It's really parts nearest the nose that are most mobile.


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#66 Wildsided

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Posted Today, 01:41 PM

Sounds good Robert, I'll make the tweaks.



#67 robcat2075

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Posted Today, 01:53 PM

In my "Paintfall" thread you can see gif that show my minimal way of doing it with three bones on the eyebrow.  If your eyebrow covers more patches you may need more.

 

https://www.hash.com...=48269&p=414210


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