It’s been a looooooooooong time… How have you been? Still traveling the world, currently doing a dive master course, but I had some time to work on something new… well…. old AND new. I’m redoing MTI_stickman. The reason for that is that he is still very popular and gets downloaded a lot, but well honestly, he’s the only character that still makes me some money every now and then, and someone asked me to do a 2.5 version.
So coming soon: an old character with a shiny new rig. Same features as before, but more features to go along it, smoother bending in the joints, some more options like control the bendyness of the character without having to use all the tiny little cubes. You can still use these by the way. I came to call those the “freestretch system”. Some things have been simplified, and you have a nice rig menu where you can find everything.
Here are some images and a youtube video:
Looks about the same, handles a lot better.
Here are the work-in-progress colours.
Just starting to take shape.
And he needs a new logo.
“No…. It’s a mammoth, kinda…”
Here’s a little something I’ve been working on for someone since last week. It’s for a WOW clan. link and link.
Some updates not worthy of a new post. Facial rig is done, Just need to unwrap the eyes and link them to the eyebones. Teeth are done, UW map for the mammut is done, basically, rigging is more or less done. BOOYAH! 😛
I’ve been messing with my new stickman rig, well devilman actually, because he also has a tail, and I can load any actions/animations onto stickman anyway…
Rig seems stable, no bugs found.
The first movie isn’t really done, it’s about devilman escaping from a laboratory. He’ll have a few rooms left, with a bossfight in it… but I’d have to make that boss first. : P
The second movie is screencapture about how to interact with the rig. It’s rather straightforward. Anyone can pick it up and pose him. You do have to know how to navigate the 3D space in blender, and you have to know how to get to the edit buttons in the button panel to change bone layers if you have to. But by default, that panel is already active, and the bone layers most people will use are visible. In the manual that I’m creating, I have a page explaining the navigation shortcuts, and how to effectively use them. When I release this, anyone should be able to pick it up and work with it…
And some older movies from Audine, I just hadn’t posted em here. First one is the entire parkours in sideview, second one is where the camera tags along… Not really finished, but I want to move onto new things…
A bit of a disappointing day today, well yesterday quite late actually.
I thought I had stickman and devilman finished and ready to go. I was well on the way with the manual I’ve been writing (more of a quickstart really)…. That’s when I found a bug… It wasn’t really a bug, but rather something unintuitive, so I had to redesign it….
Good news is, I got home and think I fixed it. bad news is, I’m not sure yet, have to doublecheck again and do more tests…
More good news is that it didn’t require any additional bones (it will require one more widget, no big deal) but quite a number of reshuffling structures and redoing constraints. I hope I don’t find any more bugs….
Did I mention I really like how this rig is turning out 🙂 :D? At the one hand it’s as simple as you can possibly get it, on the other hand it’s as versatile and complete as you could possibly want. A newbie can pick it up and use it, and so can a more seasoned animator… At least, that’s what I’m hoping/aiming for.
No new pictures from stickman, instead I’m posting an older render of Bob, the one I submitted to the “blending life” contest:
Bob, "blending life" entry
And beneath the “read more” link are a few more deformation and WIP tests: