From Inanimate to Animate 11/26/2009
Wow, nearly two weeks have passed since my last update. Time really flies when your'e busy! After having completed the Eureka! project, I felt that I needed a slight change of direction. I have always tried to stay clear of character animation, but I needed a unique character to explore my yet-to-be-built 3DRad worlds. There is nobody more unique than oneself.......so i decided to tackle the bull by the horns and model "yours truly" I dug out my old Modelling and Animation books, and, after a number of attempts, ended up with a base model of my head, to which I applied a texture map made up from my portrait and profile photographs. I found the body to be a little too complicated to build from scratch, so I "stole" one which was very similar to my own.This is the stage that I am now at.......a textured head, an untextured body, as so:- I don't always look so serious, but when I've placed a set of teeth in my mouth, I'll morph it into a cheesy grin! I still need to give myself a skeleton and rig everything together. Another requirement I have laid down is NOT to build my own animations......I am going to animate purely by importing from the many freely available BVH animations. An application that I have found to be extremely useful in this regard is DAZStudio. It has a really unique way to easily create custom animations, imports/exports BVH files, and exports Collada .DAE files (which can easily be imported into 3DMax using the Collada plugin). Tons of free stuff is available on their website, but there are EULA restrictions on the use thereof. CommentsLeave a Reply | AuthorMy name is Allan C Farquharson ArchivesFebruary 2012 Categories |

RSS Feed