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"Rick [Kitty5]" wrote:
>
> > I'm not quite satisfied with the thumb, must work on that.
>
> It looks ok when bent, you could get away with it.
Get away with it? Nah... I'd rather improve it!
Is it better in the new version?
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!
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Here's an improved version...
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!
Post a reply to this message
Attachments:
Download 'Hands2.jpg' (11 KB)
Preview of image 'Hands2.jpg'
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"Rune" <run### [at] inamecom> wrote :
> One blob is for the "body" of the hand + first limb of the thumb. The
> remaining 11 blobs are for each of the remaining 11 limbs. That way I
avoid
> the fingers blob together, except the first part of the thumb which is
> supposed to blob together with the hand.
>
Here is a needed function, a branching blob statement.
So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
together.
Before someone suggests that I start to work.... not a chance, I doubt if I
will even be able to learn to use it if someone else -does- make it...
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I'll second that.
Bill DeWitt wrote:
> Here is a needed function, a branching blob statement.
>
> So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
> together.
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Rune wrote:
> "Wayne Gordon" wrote:
> > Any possibility of posting the source for these hands?
>
> Maybe when I've cleaned it and commented it.
>
I'll be waiting! :-)
>
> > I've been working on an animated character myself,
> > and my efforts at making hands have been atrocious!
>
> Mine were too until I tried using 3 blob cylinders for the "body" of the
> hand: \|/
> It looked OK, so I went on from there.
That's what I've been having problems with. I'll have to try it.
>
>
> How do you animate your character?
Not very well at this point, but it's getting better.
I use Colefax's clockmod macros for all motion control.
It allows for many type of non-linear motions when interpolating
between points. I've got the head done, and the mouth movements
look good. I'm working on the limbs now. The modelling is easy
enough for a cartoonish character, which is what I'm shooting
for. (I leave the really impressive modelling to others like
H.E Day!) As to how it will turn out once I start trying some
complex movements, I'm not holding my breath. We'll see.
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Very cool. The only thing I've been able to make with blobs is... er...
well... blobs.
Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"I don't like it, and I'm sorry I ever had anything to do with it."
- Erwin Schrodinger talking about Quantum Mechanics.
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Rune wrote:
> Here's an improved version...
Hey, I just realized there's only three fingers. Can't wait to see the
alien...
--
___ _______________________________________________
| \ |_ <dav### [at] faricynet> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"The only difference between me and a madman is that I'm not mad." -Dali
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I'll third that. I've wanted something like that since forever. Maybe HE Day
can give us a hint on how to do that in Official POV.
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>What do you think of the new version?
It's definitely better. Have you tried Day's "feathering" method? Perhaps
you could get smoother joints with that.
Do you plan on expanding the model beyond the hands? :)
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Are you sure? - what did you change - it looks the same as the last one if
memory serves...(damn os keeps crashing..)
Rick
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