I’ve been trying to learn python in blender and here’s my first go at scripting something:
1.make a nurbs curve
2.make 5 nulls/empties
3.select all empties
selected = bpy.context.selected_objects
count = 0
total = 4
offset = 0.0
for obj in selected:
offset = count/total
bpy.context.scene.objects.active = obj
bpy.context.object.constraints["Follow Path"].target = bpy.data.objects["NurbsPath"]
bpy.context.object.constraints["Follow Path"].use_fixed_location = True
bpy.context.object.constraints["Follow Path"].offset_factor = offset
count += 1
Hoping to make it more generic and dynamic and as a operator.
I tried getting the list.count for the total but it wasn’t returning a decimal number :S so need to find out how to get the count of a selection. list.count()
Also want to make it so that the last object selected is the curve, at the moment it just looks for a curve called NurbsCurve, LAME.
I think it’s a good start for learning python and it’s loads of fun, I’m looking forward to rigging more things with curves.
Facial rigging test / learning in blender.
A hybrid of bones and blendshapes.
I want to add some inner mouth parts and do a lipsync test with it to see how it holds up.
I’m finding it much easier to rig in blender than in Maya. I do wish that I had something similar to Maya’s hypergraph and component editor.
The BB prototype is my attempt at making a pvp game. Idea stemmed from my enjoyment had in the WoW level 19 arenas. Character Design was highly influenced by characters on newgrounds.
Modeled/unwrapped/rough painting in Blender, rigged in Maya
Check out the details on the BB Page and let me know if you got ideas on how to improve the controls, they very hard :S, a common thread running through my prototypes, need to study some game inputs, need to find me some old games 🙂
Here some pictures:
Really wanted to know how to get fine controls, and this is what I have so far with a joint driven system. Seems Fun to animated and I think overall suits my animation style. I like controls in space, feels more like interactive sculpting of a pose rather than the sliding of an attribute off somewhere else.
So here’s the setup and a video showing the results, I was going to make a video tutorial, but seemed easy enough to understand from the diagram.
Rigged him up quickly and animated a run. He doesn’t have all his extras on yet, but I was eager to animate something 🙂
ACID character asset creation – Imp run. Go check it out to see my contribution to an indie game currently in development.
Quite happy with the shapes I can get with all the blends, I used the blendTaper script (thanks to Mark Behm, Jason Osipa and Harry Michalakeas) to divide a base shape into left and right sides saved many hours!. I still need to tweak their weights so they play nicely with each other, but overall I’m quite happy. Realised I haven’t modelled a tongue for the little fella, but that will come soon when he goes to the dentist to get some pearly whites. Need to tweak weights and maybe even revisit and revise the leg setups, they not the best, also could be due to edge loop problems.
I didn’t manage to figure out the how fine controls ride ontop of blendshapes but that is an ongoing process and hope to implement that into the rig when I do find out how to do it.
I’ll be posting a video on his range of motion soon…
Rigged! well not really… Still need to make a whole bunch of facial control, also shapes need to be made, and the fix shapes, need to weight the legs properly etc etc. Hopefully done by next weekend so I can animate the little guy 🙂
Things still to do:
1. Face Rig (including somekind of horn and teeth controls)
2. Dynamics for the tail
Got to rig half of Rex.
Things still to do:
1. Right front and back legs
2. Face Rig (including somekind of horn and teeth controls)
3. Dynamics ( I want to add controllable dynamics for the ears and tail )
Spent most of my time trying to figure out how to do ik fk legs with the style of leg that I wanted, I couldn’t figure it out so have opted to go with a noFlip IK system. We’ll see how that pans out. Need to figure out how to do the IK FK blending on more than 3 joints. My legs have 5. Don’t want to run into a situation where i want FK and not have the ability to switch.
So here’s what he’s looking like at the moment 🙂 Green and Yellow. The brown controls are secondary leg controllers on the ik system.