- Joined
- Sep 25, 2004
- Messages
- 508
Greetings, this might not be the best place to put it, but I have to try. To put it simply, I'm currently trying to re-learn a couple of things about modeling. I'm not a total newbie, but there's a lot wich I have forgotten in years of inactivity, basic knowledge included.
For now it is purely curiosity driving me, but should I improve enough, I'd like to gift the community with something useful before going back to retirement. Unfortunately, time is not on my side and the tools I have at disposal (Oinker's tools \ Magos \ Notepad) are extremely time consuming.
I'm looking for someone with solid knowledge of modeling and animating who ideally could answer the most complex and silly questions I could think of, before I simply grow tired and frustrated enough to give up.
But let's start with something tangible.
Today I have spent a few hours (far too much) trying to remember how to use the old MDL programs, and figure out how to rig a face and animate it.
So I extracted a basic face from an old file recovered from Wc3c, added some more detail, created the bones with Magos, added matrices in Notepad, linked them with new vertexgroups created with the Vertex Modifier. After that it seemed that the file worked fine in Warshape, and I toyed a bit with some expressions.
The result is the attachment you should see in this post, please check it out if you think you can help me.
Couple of questions now:
- I have issues with the eyes. Currently using deatached planes for the pupils. I found it works nicely for small eye movements, problem is when they reach the far corners, as you should see by the end of the first animation. While one pupil clips with the nose (I'm really happy about it) the other one has nothing to collide with, and proceed to float boldly in outer space, seeking new worlds and civilizations, where no eyes has ever been before. Now, since the pupils are actually a plane, and the area behind was not, I tried to flatter it and align it with them. Not a solution as it made the profile look innatural and horrible. Then I tried to move the pupils closer to the head, adjusting the inclination aswell; didn't seem to change much though. Actually the opposite, the right eye became pratically invisible as it got near the nose, while the other one was as loose as ever.
I just can't figure out a solution for this one. Except adding some more bones, wich I don't want to.
- Jaw, teeth, and collision: I have some little clipping issues with the teeth, expecially around the mouths' corners, nothing major and I probably just need to be more careful while animating, but I'm wondering if there's anything to improve here. Or maybe, all I need to do is move the upper\lower lips bones more, after all?
- More in general, my aim is to be able to animate as much of the face I can with as few bones as possile. I'm using a lot already and yet they might not be even enough. But maybe, I should "merge" some? Like nose (wich I'm barely using for now) and upper lips?
Naturally I have more questions, but first I'd like to see if there's anyone at all willing to give me a hand. Also I want to make clear that I'm not going to ask anyone to do any kind of job in my place. I only need to be pointed in the right direction. So again, if you do have some knowledge of modeling, please consider sparing a few minutes to help me out.
Regards.
For now it is purely curiosity driving me, but should I improve enough, I'd like to gift the community with something useful before going back to retirement. Unfortunately, time is not on my side and the tools I have at disposal (Oinker's tools \ Magos \ Notepad) are extremely time consuming.
I'm looking for someone with solid knowledge of modeling and animating who ideally could answer the most complex and silly questions I could think of, before I simply grow tired and frustrated enough to give up.
But let's start with something tangible.
Today I have spent a few hours (far too much) trying to remember how to use the old MDL programs, and figure out how to rig a face and animate it.
So I extracted a basic face from an old file recovered from Wc3c, added some more detail, created the bones with Magos, added matrices in Notepad, linked them with new vertexgroups created with the Vertex Modifier. After that it seemed that the file worked fine in Warshape, and I toyed a bit with some expressions.
The result is the attachment you should see in this post, please check it out if you think you can help me.
Couple of questions now:
- I have issues with the eyes. Currently using deatached planes for the pupils. I found it works nicely for small eye movements, problem is when they reach the far corners, as you should see by the end of the first animation. While one pupil clips with the nose (I'm really happy about it) the other one has nothing to collide with, and proceed to float boldly in outer space, seeking new worlds and civilizations, where no eyes has ever been before. Now, since the pupils are actually a plane, and the area behind was not, I tried to flatter it and align it with them. Not a solution as it made the profile look innatural and horrible. Then I tried to move the pupils closer to the head, adjusting the inclination aswell; didn't seem to change much though. Actually the opposite, the right eye became pratically invisible as it got near the nose, while the other one was as loose as ever.
I just can't figure out a solution for this one. Except adding some more bones, wich I don't want to.
- Jaw, teeth, and collision: I have some little clipping issues with the teeth, expecially around the mouths' corners, nothing major and I probably just need to be more careful while animating, but I'm wondering if there's anything to improve here. Or maybe, all I need to do is move the upper\lower lips bones more, after all?
- More in general, my aim is to be able to animate as much of the face I can with as few bones as possile. I'm using a lot already and yet they might not be even enough. But maybe, I should "merge" some? Like nose (wich I'm barely using for now) and upper lips?
Naturally I have more questions, but first I'd like to see if there's anyone at all willing to give me a hand. Also I want to make clear that I'm not going to ask anyone to do any kind of job in my place. I only need to be pointed in the right direction. So again, if you do have some knowledge of modeling, please consider sparing a few minutes to help me out.
Regards.