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Yafa2011 Contest, Mo's entry

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Re: Yafa2011 Contest, Mo's entry

Post Fri Jul 15, 2011 11:30 am

Maybe wrong weights.
Delete the weights of the "calf" on the foot and paint the foot only with the foot bone.
Malo
 
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Re: Yafa2011 Contest, Mo's entry

Post Fri Jul 15, 2011 12:01 pm

I've already checked that. The weights were assigned automatically by vertex groups. Strangely it's only the last bone that exhibits this problem. EDIT: If I extrude another bone from the last and assign it some geometry, it also behaves in this wrong way.

Image

Another thing I don't understand is that after I've named the bones, I went into mesh edit and removed some vertices from a group that I didn't want a bone to influence anymore. The weights were properly removed in relation to the bone, but the bone is still influencing that part like nothing changed.
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_Mo_
 
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Re: Yafa2011 Contest, Mo's entry

Post Fri Jul 15, 2011 3:25 pm

Ok, I solved it (well, a guy from Blenderartist gave me the right hint)

The vertices in question were assigned to two vert groups, which were assigned each to a separate bone, thus causing this problems. (this basically means weight problem, yes :) ) So I guess the right way when creating vert groups for bone assignment, is to have all the vertices in separate groups (non overlapping groups), with maybe the exception of the border vertices between joints.

Yeah, the subtleties that eat you hours... :P
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Re: Yafa2011 Contest, Mo's entry

Post Tue Jul 19, 2011 6:43 pm

Latest updates...

Modeling & rigging 90% done. I will tackle the "fur" thing later. And some things, like legs are not rigged like I would want them, so I'll have to go through some more practice & tutorials (this competition is a good excuse to learn new stuff).

osa-D03_out.jpg


A preliminary try at texture painting & materials. I'm not satisfied yet with the outcome. Unfortunately there's stuff that Yafaray doesn't let you do, like mapping exponent of glossy surfaces, which would be quite handy here...

osa-D12_out.jpg
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Re: Yafa2011 Contest, Mo's entry

Post Thu Jul 21, 2011 2:32 pm

Very nice modeling! The bump texture on the right part of the leg seems weirdly mapped (it looks like it's tilting or something..) and the bump overall is a little harsh, but I'm sure you're aware of that :mrgreen:
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Re: Yafa2011 Contest, Mo's entry

Post Thu Jul 21, 2011 2:56 pm

Thanks. Yeah, the materials are just a test and not very good. It's the forehead antenna, btw :D
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Re: Yafa2011 Contest, Mo's entry

Post Fri Jul 22, 2011 11:39 pm

Dmn! man, you're good. Great model...

Home PC: WinXP - Pentium IV 2.53Ghz - 1Gb RAM - HD 160Gb. - Nvidia Gforce FX5200 AGP --Blender 2.49b & Yafaray 0.1.1

JavCGX
 
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Re: Yafa2011 Contest, Mo's entry

Post Tue Jul 26, 2011 3:19 pm

Thank you, JavCGX.

I would need some help, this time with particles. I'm using objects in a group as the visualization method for hair particle system. I have to edit the PS manually, but can't rotate the particles - in particle edit mode comb does move the strand, but the object assigned to it does not rotate. This was straightforward in Blender 2.49, in 2.5 it doesn't work so?

Image

The sample scene attached, if anyone would kindly try to rotate the particles in particle edit mode and explain how it's done :)
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Re: Yafa2011 Contest, Mo's entry

Post Tue Jul 26, 2011 4:46 pm

First of all you should rotate hair-objects on X axis and create particle system again. It works then.
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mookie
 
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Re: Yafa2011 Contest, Mo's entry

Post Tue Jul 26, 2011 5:51 pm

Hm, for me nothing changes. Still the dupli-objects do not rotate accordingly to strand orientation (combing of hair), instead they just stay perpendicular to surface, no matter how the strand is oriented. Rotating the visualization objects just means that the dupli-objects will stay oriented 90deg. off of the surface normal, but it's till immobile.

Image

Also, the dupli-object is not visible during particle edit mode. :?

This is how it's done in Blender 2.49 - when you comb the hair strands, the root of the dupli-object rotates in the direction of the strand:

Image
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Re: Yafa2011 Contest, Mo's entry

Post Thu Jul 28, 2011 12:22 pm

Heavy texturing in progress... :)

osa-scr1.jpg


osa-scr2.jpg
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Re: Yafa2011 Contest, Mo's entry

Post Thu Jul 28, 2011 5:06 pm

it's a painful process that at some point it turns into something... well... less painful :P

looks nice ;)

"Power tends to corrupt, and absolute power corrupts absolutely. Great men are almost always bad men."

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Re: Yafa2011 Contest, Mo's entry

Post Thu Jul 28, 2011 6:13 pm

condar wrote:it's a painful process that at some point it turns into something... well... less painful :P

looks nice ;)


Yes, true. I've decided not to use photo textures (frankly haven't found anything useful), just lot's of grinding with brushes in Gimp :) There's still general polishing and wings to be done.

Thanks.
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Re: Yafa2011 Contest, Mo's entry

Post Thu Aug 25, 2011 2:46 am

Mo, we want to see more of that beast you know. Any updates? :wink:
Jaktens tid
 
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Re: Yafa2011 Contest, Mo's entry

Post Thu Aug 25, 2011 3:05 am

I'm working on it right now :)

I'll post updates tomorrow.. or today? I don't know which.. it's a sleepless night.. :lol:
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