djembeplay
Well-known member
Hey again everyone...
Yup... me again... Mr. Full of Questions.
I recently dipped into full character animation. I completed a short film yesterday and the animation came out great... but it led me to wonder this:
How can finer details of a body be edited? Lets say, for example, I want the shoulder muscles of a character to ripple out when the shoulders are brought backwards. The 'Muscles' tool is too general for the specific shape of the muscles.
It seems you could do it using the Morph tag BUT... my character is a relatively simple mesh sitting under a HyperNurbs. You cannot edit points of a HyperNurbs object, only the points of the original polygon mesh lying underneath... sooo would the only way be to subdivide that region and edit it with a morph tag?
Now, I know that I can be creative with bump painting to get face wrinkles, veins, etc... but I don't see how this would work for something like wrinkles around the eyes that ONLY form when the character is smiling.
I guess I could blend the opacity of the texture in sync with the character smiling... but, that seems really... really tedious. There must be another way, right?
I don't know... how do you guys do it?
Yup... me again... Mr. Full of Questions.
I recently dipped into full character animation. I completed a short film yesterday and the animation came out great... but it led me to wonder this:
How can finer details of a body be edited? Lets say, for example, I want the shoulder muscles of a character to ripple out when the shoulders are brought backwards. The 'Muscles' tool is too general for the specific shape of the muscles.
It seems you could do it using the Morph tag BUT... my character is a relatively simple mesh sitting under a HyperNurbs. You cannot edit points of a HyperNurbs object, only the points of the original polygon mesh lying underneath... sooo would the only way be to subdivide that region and edit it with a morph tag?
Now, I know that I can be creative with bump painting to get face wrinkles, veins, etc... but I don't see how this would work for something like wrinkles around the eyes that ONLY form when the character is smiling.
I guess I could blend the opacity of the texture in sync with the character smiling... but, that seems really... really tedious. There must be another way, right?
I don't know... how do you guys do it?