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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Fri Nov 28, 2014 9:12 pm 
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Yep, Hammer Weights is a super awesome tool. Worked every time I've needed it.

So how exactly are the curves affecting the skin? Are they ik spline curves with joints along them?

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Sun Nov 30, 2014 2:00 pm 
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Tue Dec 02, 2014 10:22 pm 
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Sat Apr 18, 2015 10:00 pm 
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Final rig of my horse Sugarcube is featured on my 2015 show reel you can check out here thanks heaps for watching her progress trot along over the last couple years of spare time. Going to focus back on drawing for a while now me thinks. Inventing an alternative to Maya muscles was fun and all but I really miss drawing stuff.


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Sun Apr 19, 2015 12:25 pm 
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Great work dude! Horse looks really good.

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Apr 20, 2015 7:38 pm 
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Thank you very much, Roger. Learned a lot from that horse, will still do a breakdown better illustrating its rig when I get the time


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed Jul 29, 2015 1:32 pm 
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Hey friends!

Been a while, long time no post, hope you're all well.

Last I posted a Sugarcube, she deformed entirely from a skin bind between a basic bind rig and nHair spline joint chains to represent superficial muscles. While this creates nice secondary weight shifts on the mesh, I have taken it a step further; to the final step in my creature body rigging. I've modelled a skeleton and the superficial muscles the joint chains represent. I've converted the geo to passive colliders, and the skin mesh to nCloth, and after a good bit of vertex attribute painting, this is where it's up to.

Just started reshading her from scratch, hence her baby oil sheen she's got going on right now.

Here's a little vid showing all the collider geo and its behaviour prior to simulation with the horse geo:



And here's the skin sim:

As always, thank you for watching!


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sugarcubeSkinSimTest002.gif
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Sun Aug 02, 2015 10:50 am 
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Overall I think you've done a pretty cool job on this! Just some of the skin around the thighs looks like it is deforming too much.

Interesting technique! :thumbsup:

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Tue Mar 28, 2017 1:10 pm 
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Hey everybody! Long time no post. Here's a rig test I've been playing with in the home time after work of my good boy Rolph. He has aggrivated this Horsefly, who is named Bongo. Thanks for looking. New rig revisions, more animation to come


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed Mar 29, 2017 3:49 pm 
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A long time indeed!

Any demo of the character rig? That animation was kinda sporadic!

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Thu Mar 30, 2017 9:38 am 
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Hey! Haven't got any rig break down yet as it's very basic for skin weights only to test where I need to remodel the different pieces of torso geo, preventing all that nasty penetration. Other than the stretch ik across him, there is a pretty sweet "lipstick" set up I've done where the top lip is weighted to the jaw on the left, right, and middle of the mouth. With a sliding attribute, one can control the top lips weight between the jaw and head respectively- allowing a cool 'chewing' sort of effect by only animating the jaw control while the top lip is weighted to jaw.

Agreed that it was all way too fast though- so I re-uploaded as slower version :)
thanks for confirming my bad second guessing and for watching!


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