Re: Character rig test in files section 2005-05-27 - By Peter MacDougall
Back That's a tall order for any package, Mike. It requires a well-modeled model (one that has the joints properly setup for smooth deformation), a properly setup rig or rigs, associated morph targets to correct for joint deformation by bones, and then an animator who knows how to animate fluidly or at least create a rig setup to take BVH of FBX motions. Most people are not going to do all well and I doubt you will find many on this list with the practical experience to do this. I think it is possible to do all of this in Carrara but it is lacking some tools to make it easy (like a scripting type interface allowing you to make controls for the character rig). And realistically even 10 seconds of animation can take hours to do well (I should know, my bug walking animation, although easier with the new IK tool, still took me a couple of hours to get the first bug moving nicely) Three to four minutes of animation without resorting to motion capture is going to take several days.
BTW Thank you Mike (other Mike, Seattlemickey!) for your Tweener iterator plugin, It is so helpful for this kind of task!
I am currently working on a project like this and now that my holidays are coming up I hope to make a good stab at it.
MD wrote:
> please (and this is the second time that I am asking)post a Carrara > 4 file where you have a fully articulated, and rigged bone skeleton > with constrains and IK/Terminators that is skinned to a 3D model > where the model walks, runs and moves naturally? > > And please post a 3 to 4 minute moive where you have animated the > above rig to produce natural movement.
--
Peter MacDougall pem@(protected) http://www3.telus.net/pem/index.htm
Reality always exceeds your expectations.
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