Tuesday 22 November 2011

Character Modelling and Animation

To make the character for the group animation, I will adapt my 3D head and continue developing it to create a body. Extruding edges out from the neck and then adjusting vertices is how I created the upper body.


The edges are then taken down just below the pectoral area and flattened out. To create a hole for the arms to be added later, the vertices at the armpit are welded together.


The ring of edges at the bottom of the model is then extruded further down to the groin.


A loop going between the legs is made and welded to the other side to leave holes for legs.


The arms are then built in the same way as before. The edges are extruded several times and shaped appropriately. Using cuts and swiftloops, extra faces are created so fingers can be extruded on the hands.


The same is done with the legs which then completes a basic body to go with the head built earlier.
To make clothes, I selected all of the faces needed for each piece of clothing. For example, the trousers need all of the faces between the hips and ankles. These faces are then detached and scaled up a bit on the x and y axes. I then re-attached them, and bridged the gaps between the clothing and the body around the waist and ankles.


The same was then done for shoes and a shirt.


A multi sub-object material was then applied to the model to separate the skin and clothing.


I then raised the arms, making the body into the 'T' position before applying the biped to make it a bit easier.


The biped was then created and sized appropriately. The physique modifier was added to the model, and the biped was initialised. After a little trial and error adjusting the envelopes, the model was successfully rigged and ready for animation later.



For now, the model has no hair and no proper materials. Depending on time restrictions, this may be how the character is in the final animation. If there is time, I would like to apply better materials before beginning any animations.

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