Tuesday, March 15, 2016

week9


Transpose Line for Posing


Q
W
E

It snaps to surface

Is subtool based, works ply on selected subtool



Mask with Transpose based upon Topology



Hold CTRL + click on the mesh and drag out the Transpose Line(any mode) in any direction to mask.
 Tap CTRL on the point you want the mask to be till and drag a bit. Where you first click is where the mask is and move it in direction you want mask to go. Everything behind gets masked
-or-
CTRL+ tap on the Polygroup to mask the polygroup 









Pose -important things to remember:1- Mask quality ( make it in the RIGHT spot- where it makes sense to rotate and Blur the Edges)2- Transpose Line Position ( assume transpose line as a BONE- put it and rotate INSIDE, where the bones are and rotate at the spots, where the joints are)(the white circle puts the Transpose right in the middle and ignores the masked areas);
(adjust the position of the Transpose line by moving the Big Orange Circles)
(pose it in steps)




Transpose Posing



Del Lower - if you don't have a posing-friendly geometry. It will delete the lower subdiv level.

If You have a lot of Subtools.
->
->   ZPluging    ->  Transpose Master  -> TPose Mesh

It will create a temporal Mesh of all Subtools merged together on the lowest Subdiv Level.
Now Pose- Mask areas you don't want to effect. Mask and inverse- whatever is faster. 

Mask - Lasso Mask 
          - Ctrl + click on the subtool in a Transpose Mode
          - Ctrl + click  on the spot, you want the mask to go up until and drag  the Transpose away from the area you want to mask. Masking follows the transpose like if you drag cloth over some object.


ALT+ Rotate around alternative angle- Position the 3rd circle where you want the bend to be, click on it ,Alt and drag, Rotate. Alt limits the movement around one circle.





*Put Fibers only AFTER Its Posed
* Don't bother with  wrinkles on clothing until after you posed.
* Use pretty much only ROTATE mode ( move- only if something shifted in a wrong way)



-> TPose to Subtool 

it will bring all your Original model's separate Subtool to their new Places, created in the temporary mesh



*Put Fibers only AFTER Its Posed
* Don't bother with  wrinkles on clothing until after you posed. 
* Use pretty much only ROTATE mode ( move- only if something shifted in a wrong way)



Posing with ZSpheres

have a ZSphere selected sitting on the Doc

in ToolBar-> Rigging-> Select Mesh ( you are selecting the mesh you want to pose)
SYMMETRY ON
Turn on Transparensy, turn Off the Ghost


Use the first ZSphere as your Hip sphere, drag it out and make spheres for all joints. Click on spots you want the spheres to go to.
Switch to move, select the sphere you want to draw from, switch to draw mode , create new Zsphere and create one at the ribcage surface. Then click on all other joints yo need. It creates all these on the surface, now switch to move mode and put all these inside. Select the root sphere to draw legs from it. Move them into place.
Add ZSpheres if some areas on the mesh move/ collapse,  that is not supposed to.


Also you can Access the ZSphere Posing through Transpose Master-> turn on ZSphereRig


*For Fingers use Transpose
*Make It a Y pose rather than T shape for the chest- arms area. Looks like it works better. On the img below you see the T Example
*Add hard surface stuff after you pose. This way it will not bend. * glasses, watches..etc
*Make everything that is symmetrical before posing 



Click  Bind Mesh and rotate the ZSpheres. Try it, UnBind it to fix/add spheres.
Watch for things that are not supposed to collapse..so that they don't collapse. Wherever there is a sphere, it create a weight to the mesh- it creates a slower roll off at areas of ZSpheres. Click and rotate the ZSphere and or the Chains - for different effects. With the zSphere you can rotate and "open up", twist a leg/arm.




animation stuffs 

FK- forward kinetic
IK- invert kinetic








ITS ALL ABOUT 



Weight

Balance

Rhythm





















Sculptural Examples






_Some animals and beasts_





















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