Simple 4 bone 3D head turn part2
Moderators: Víctor Paredes, Belgarath, slowtiger
Hmmm. I don't know what happened there. I've reposted the files.
Here is the anme file.
http://www.wienertoonz.com/DK3DHead2.anme
As you can see the two child bones are now placed on the y axis above and below each other. This allows perfect rotation for each side of the face on the y axis (not like the previous version).
Also there are two small neck bones added to control the two neck points. These are parented to the angle bones. This is such a damn solid model to work with.
Things are still developing and i don't mind sharing this with all of you! Just give me a little credit
Cheers
D.K
Here is the anme file.
http://www.wienertoonz.com/DK3DHead2.anme
As you can see the two child bones are now placed on the y axis above and below each other. This allows perfect rotation for each side of the face on the y axis (not like the previous version).
Also there are two small neck bones added to control the two neck points. These are parented to the angle bones. This is such a damn solid model to work with.
Things are still developing and i don't mind sharing this with all of you! Just give me a little credit
Cheers
D.K
Thanks for the feedback Amiga. I think as things develop this will get even more powerful as a 3D head turning solution using a minimal bone setup. I will leave adjusting the tutorial till the technique is a little more settled. I have no problem with sharing. I hate it when people post ideas then stop sharing them. This is a community that needs to develop and hiding your ideas/files is merely like sticking your finger in the proverbial dike (dike as in water retaining wall) If Muuvist never shared his original discovery none of this would have ever been possible!
Cheers
D.K
Cheers
D.K
Hey DK!
I've added a pair of ears to your model. I hope you don't mind.
http://genetita.googlepages.com/DK3DHead2ears.anme
Just duplicate the layer 2 times and add an ear on each layer. Then order them by depth along the time line properly and you can hide or show the ears above or behind the head.
To distort the ears just draw them far away and warp by a strong bone. That bone have a scale keyframe stored at frame 0 (like I do in my tutorials for the springy mechanism) that gives a frontal look to the ear at frame 1 (it was scaled from 1 to 0.25). Then restore the original length of the bone when turn and place it in the correct position.
Also have fixed some minor issues with the hierarchy. The neck behavior was not symmetrical. Aslo added a true central bone to link all the symmetrical bones (the two big that scale the face and distorts the head, the scaled bones of the face, and the bones of the ears) Now to bend the head right or left you have to manipulate the central one. I think in this way the skeleton is more consistent. Also increased the strength of the big bones of the head to properly distort the head circle.
Also is strongly recommended to store the maximum turns in actions to avoid to have to tune the left or right turn every time. As well as the turn doesn't depend now on the bend now is easier to combine actions together.
The nose is other story ...
What do you think? Please play with the file to see if it works like you want / need...
Best
Genete
BTW: I love how the head distorts!! it is perfect!!! Those two big bones make a very good job!! scale and rotate a little and that's all!!
I've added a pair of ears to your model. I hope you don't mind.
http://genetita.googlepages.com/DK3DHead2ears.anme
Just duplicate the layer 2 times and add an ear on each layer. Then order them by depth along the time line properly and you can hide or show the ears above or behind the head.
To distort the ears just draw them far away and warp by a strong bone. That bone have a scale keyframe stored at frame 0 (like I do in my tutorials for the springy mechanism) that gives a frontal look to the ear at frame 1 (it was scaled from 1 to 0.25). Then restore the original length of the bone when turn and place it in the correct position.
Also have fixed some minor issues with the hierarchy. The neck behavior was not symmetrical. Aslo added a true central bone to link all the symmetrical bones (the two big that scale the face and distorts the head, the scaled bones of the face, and the bones of the ears) Now to bend the head right or left you have to manipulate the central one. I think in this way the skeleton is more consistent. Also increased the strength of the big bones of the head to properly distort the head circle.
Also is strongly recommended to store the maximum turns in actions to avoid to have to tune the left or right turn every time. As well as the turn doesn't depend now on the bend now is easier to combine actions together.
The nose is other story ...
What do you think? Please play with the file to see if it works like you want / need...
Best
Genete
BTW: I love how the head distorts!! it is perfect!!! Those two big bones make a very good job!! scale and rotate a little and that's all!!
Hi Genete. This is fantastic! I'm sure what we are working on here will become the definitive engine for 2.5D modelling in Anime Studio. This is something I have been wanting to see for years in Anime Studio.
Well done!
I would also like to officially name this new technique the "Scale-Turn" technique.
Thanks to Muuvist, Genete and the Forum!
Edit:
THIS IS NOT A FREE FOR ALL. I am sharing these techniques with the forum in good faith and i expect anyone that wants to help develop this idea should post their interest here and share their files freely with ALL MEMBERS.
D.K
Well done!
I would also like to officially name this new technique the "Scale-Turn" technique.
Thanks to Muuvist, Genete and the Forum!
Edit:
THIS IS NOT A FREE FOR ALL. I am sharing these techniques with the forum in good faith and i expect anyone that wants to help develop this idea should post their interest here and share their files freely with ALL MEMBERS.
D.K
Last edited by DK on Mon May 14, 2007 12:04 am, edited 1 time in total.