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Friday, January 27, 2012

Biped 101: Basic Keyframing in Character Studio


Biped 101 - Basic Animation Workflow


Here is a video of a demonstration I did during a lecture.  It follows a workflow I have developed over time to avoid common issues when animating in character studio.  Below is the written breakdown of the process I use to animate the biped, taken from the very first post on 34Bit.  I hope you enjoy.

Ralph Apgar's 4 1/2 Step Process for Key Framing in Character Studio

*Using this process involves using the Key Info rollout in Character Studio to record the keys. Do not use Auto Key or Set Key.
Step 1 -> 3: Setting the Tracks
The Tracks are located in the Character Studio Rollouts


Step 1: Select Track "Body Horizontal", Position the character along the X and Y axis. Record the key from the Key Info rollout.  You need to realize that once you select any track you now have the Bip selected. The Tracks are how you move the biped in world space.


Step 2: Select Track "Body Vertical", Position the character along the Z axis. Record the key from the Key Info rollout.


Step 3: Select Track "Body Rotation", Rotate the character along the X,Y, and Z axis. Record the key from the Key Info rollout.


Step 4: Position your character into its proper pose. Once you have the desired look select the whole biped minus the Bip. To do this double click on the pelvis. If you have objects linked to the biped that don't belong, sword, shield, and object that isn't part of the original config, you will need to unselect those objects. If so make a selection set for easy selecting in the future. Next, Record the keys from the Key Info rollout.


Step 4 1/2: Choose your Planted, Free, and Sliding Keys. In the Key Info rollout you have some other key framing options that just normal key frames. The Planted Keys, used to plant feet and hand in world space. Sliding keys, used similar to Planted Keys but allow for slight movement. Free Keys are used to replicate a normal key. This step is about deciding what keys are your planted keys and what keys need t be free keys. For example, if your character is walking the foot that supports your characters weight will be the planted key frame, while on the other hand the foot that is in motion is a Free Key.



Wednesday, December 7, 2011

The Ogre Rig

Here is a rig I am currently working on for a new ogre character.  My portfolio was absent a really nice custom rig, so I took to the challenge and create a custom rig for my ogre character.  Normally I use character studio due to the advantages of the modular animation setup, but with this model and what I intend to use it for, a custom rig was a solid choice.  I worked out twist bones on both the arms and the legs, I went threw several setups on that, and added in a facial rig and bones for his loin cloth.  One I finish I will give updated shots on my blog.  Here is what I have left to do: finish textures, skin, and animate.  I hopefully will have it completed by the new year.  And once that is done off to Unity he goes, he'll make an excellent character for my arena concept. Hint, hint!

Wednesday, September 28, 2011

Status Update

I know I have been dormant for a while, or so it may seem. But as many of your know if I'm being quite it is because I am up to something. I do not have any new artwork to show, but soon. I am almost done with my second game and once it releases I will post up what I have been working on. But for now it is top secret. I should have the beta version in a couple of months.

On another note, this morning I re-certified in 3D Studio Max! Keeping the Autodesk cert current is not easy but well worth it.

Keep an eye out for "Flick the Frog", it's gonna take down angry birds. Well maybe not but hopefully it at least knocks it down a peg or two.

Friday, April 8, 2011

Tutorial: Introduction to Facial Modeling

Here is a video of a lecture I did on basic facial modeling techniques.  The focus is on modeling a low poly face concentrating on the "T" section of the face; eyes, eyebrow, nose, mouth, chin and jaw line.  I do assume that you have an understanding of basic poly modeling tools and techniques, and an understanding of 3D Studio's UI and terminology. Once you have an understanding of the modeling process demonstrated in the video you will be able to model almost any object or character.  I hope you enjoy!

Intro to 3D Facial Modeling by Ralph Apgar

Friday, February 11, 2011

Portfolio - 2011 Demo Reel and Images

I have just moved "The Balor" video from the top of the page to the bottom and replaced it with my new 2011 Modeling and Textures Demo. I have also posted several new images in this post that I used for my SCAD portfolio. Some of them are repeats, but I wanted to post them for future reference when lecturing. They include mesh renders and UV layouts of various models. 

Soon I will be posting up the video game.  I finally finished off that project.  Once I get the website up and running I will let you know were to go.  It will be a free download for you to enjoy.  I'll keep you posted!