I have started modeling the "Death" character. Routine stuff. What I'm really excited about is finally sitting down and taking time to learn how to make an IK rig. I based the rig construction on what I remembered from the human meta-rig that used to be included in older versions of Blender, and used a tutorial to help with figuring out how to make a good IK setup. The most useful thing I found was being able to use unparented bones as IK controllers so the bone chain doens't get confused and start freaking out, and some bones as pole targets for the elbows and knees so they are always point the right direction.
Also, using B-bones instead of the default bone shape allows you to segment a single bone into many little pieces and applies a bezier curve when that bone is moved (the amount of curve can be manipulated), which allows for a natural curving of the spine, and the forearm to twist from elbow to wrist.
Monday, April 18, 2011
Thursday, March 31, 2011
Hopper v2.0
New and improved with pans, dollies, and epic angle jumps.
Hopper V2.0 from Brett Ciccarello on Vimeo.
Afghanistanimation
Humorous demo reel that shows some epic skills.
dono demoreel 2011 from dono et frenchman on Vimeo.
Hopper from Brett Ciccarello on Vimeo.
Monkey DoF from Brett Ciccarello on Vimeo.
dono demoreel 2011 from dono et frenchman on Vimeo.
Hopper from Brett Ciccarello on Vimeo.
Monkey DoF from Brett Ciccarello on Vimeo.
Thursday, March 10, 2011
Monday, February 21, 2011
Messing with Materials
The Shiny knight looks pretty badass...but it takes so long to render. Going to have to find a way to simulate metal without using reflectivity. The toon knight was just for fun, but I like the result.
Sunday, February 20, 2011
Wednesday, February 16, 2011
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