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This model is going to be impossible to animate uuuuuggghh. So many loose dangly flappy bits, it's gonna be a huge problem.

...at least he's lookin' alright though. The blend between the two different types of feathers, while not perfect, seems to look okay. At least from this distance.

Still much to do, but he's got his fluff which is always a big milestone so I wanted to share a lil' update!

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Comments

Jykinturah

could tie up those loose dangly bits in an animation I'm sure :D

Eddie SanHusky

Yeah, you really need to make sure those loose dangly bits don't become stiff and rigid!

ruaidri

Wrong kind of loose dangly bits! Besides, his doesn't even work that way! :P

trashbyte

you could probably set up physics-based animation for the secondary motion of all the little feathers and such

Bloudin Ruo

Whooooa! He looks so pretty! How do you attach his feathers? I'm not understanding how you go from sculpt block to beautiful feathers like this, ha.

ruaidri

Thanks! :D As ever, most of the feathers are simply clumped up particle fur to give a roughly feather like appearance. Standard fur sculpting here- I have a post about it somewhere I can dig up if you want! For the actual feathers (wings, tail, tassels) they're just a bunch of 2D planes with a feather picture on each, basically. They just piggy-back off the rigging I had done on the mesh below it, kinda like they're glued to the surface. In the long run I plan to have some physics set up so I hopefully don't have to manually animate the wings much.

ruaidri

That's definitely the plan, rigging and manually animating those wings sounds like a disaster, hah.

Bloudin Ruo

That's really, really cool! Yeah the standard fur I can understand is a take on your usual methods, it was his arm feathers I just couldn't figure out ha. Just goes to show that the vast majority of us have no idea how you do what you do sometimes :P He looks wonderful and as much of a huge PITA it might be, I really can't wait to see what he'll look like in motion <3

Chillum

Tying the loose dangling things together doesn't sound bad and certainly looks good. But I would prefer an animation where you can see this beautiful feathers to the fullest ^^ He's really pretty.

Dayelyte

Animating loose, dangly things is hard, but not the hardest part. The hard part, imo, is getting the timing right to support a seamless loop cycle with aforementioned dangly things. Especially if you are using some form of dynamics or simulation to drive them.

ruaidri

Honestly I don't find that too hard- if the animation is supposed to loop, having a few actual built-in loops while baking physics is usually all it takes. Since the motions are the same every loop, the physics results are too. For me the hardest part is definitely just trying to get them to behave in the first place and not clip through everything or jiggle around uselessly. x3