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#81 Nazgûl

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Posted 17 April 2015 - 11:31 PM

Well, Azog is rigged to the "Deathbringer" SKL, and it's actually a little more different that I first thought. It has some attack anims that Lurtz don't. Same with the Sharuu SKL that they will use for warg. It's a bit different from the regular isengard warg rider SKL =)

 

And also, the proportions of the Rogash body would not fit Bolg, so the bones would be outside the body 


Edited by Nazgûl, 17 April 2015 - 11:32 PM.

// C}{riZpc_punch.gif
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#82 njm1983

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Posted 18 April 2015 - 12:50 AM

Its all good. I forgot about that detail. Scaling the skl dont work. derp



#83 Lauri

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Posted 18 April 2015 - 03:51 PM

You scale the model to fit the skeleton, then scale the thing down in the code afterwards. It's quite possible. Don't know if Rogash is all that good though :p


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#84 Nazgûl

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Posted 18 April 2015 - 03:56 PM

Nah Rogash sucks... And I didn't mean the size as in height or so, I meant the proportions as in width of shoulders and distance between knees and feet, elbows and hands, position of head etc.


// C}{riZpc_punch.gif
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#85 Nazgûl

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Posted 27 May 2015 - 11:51 PM

Same question as in the Beorn topic...

Anyone with rigging skills - do you think my Bolg model is close enough to the Lurtz SKL?

Is it possible to rig, for instance the hand and weapons with an offset to the bone position?

Or do I "have to" make the arms exactly the same length to minimize animation distortions?

 

Bolg_Rig1.jpg


// C}{riZpc_punch.gif
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#86 Valheru

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Posted 28 May 2015 - 06:01 AM

the hand will be alright, jus will need some secondary binding to the lower arm. rest looks good


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#87 Ridder Geel

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Posted 28 May 2015 - 07:24 AM

Not sure about those arms, but a simple quick bind should show if it will cause problems :p


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#88 Lauri

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Posted 28 May 2015 - 09:17 AM

That will look terrible. The B_HAND bones are just outside of Bolg's hands, so that means that the pivot of the hands are actually on the opposite side of where they're supposed to be. That applies to the weapon too; always make sure that weapons are placed aligned to the original weapon. While the hands could be sorted by binding them to B_ARM instead of B_HAND (not optimal though), having the weapon offset is asking for a terrible result.

 

If you don't adjust it to fit, you're in for a bad result. Trust me. The sword bone is inside Lurtz' hand, so if the sword rotates 180 degrees, Bolg's weapon will actually be just below the arrow nock. Basically, any rotation at all will make the weapon fly away from the hand.


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#89 Nazgûl

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Posted 28 May 2015 - 08:47 PM

Damn... I could easily make the arms longer, but that makes Bolg look like an orangutan. It would be interesting to see how bad it is though... Perhaps a quick bind, just for testing purposes?  :whathuh:


// C}{riZpc_punch.gif
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#90 Lauri

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Posted 28 May 2015 - 10:45 PM

EA made all uruks look like an orangutan, it's not like you have much of a choice. Have you ever complained about how Lurtz looks like an orangutan? Or are you satisfied with his animations? Though I can't stop you, I can only say again that it's not worth the effort. The hands could work, since they're a part of the body itself, but I'm pretty sure it will look very odd (though, in-game it might not be very noticeable).

 

The bone is separate from the rest of the skeleton, and is both positioned and rotated to a fixed spot, which is Lurtz' hand position. The sword will be in the correct position only when no rotations or positions have been altered in the ARM bone, which isn't necessarily often.

 

Trust me on this. Make him an orangutan. Or don't, and see the results yourselves. They do look comical at times :p


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#91 njm1983

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Posted 29 May 2015 - 01:46 AM

In my opinion bolg looks like he has orangutan proportions in the films anyway. It may not be true but from my perspective he seemed that way

#92 Nazgûl

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Posted 29 May 2015 - 10:53 AM

Yeah, his arms are a bit long, but not that long. Considering that Bolg's body is (unlike vanilla Lurtz) less like a big square box, having the same lenght makes them look very lonng. I can show you with a screenshot från zBrush tonight...


Edited by Nazgûl, 29 May 2015 - 10:54 AM.

// C}{riZpc_punch.gif
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#93 njm1983

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Posted 29 May 2015 - 02:23 PM

nah its all good.



#94 Nazgûl

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Posted 02 June 2015 - 10:37 AM

I didn't mean you as in you alone, I meant as in anyone who might be interested in the topic of Bolg's model and having it rigged :whatoa:

I'll ask some one to do a quick auto bind just to asses the damage in animations...


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#95 njm1983

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Posted 02 June 2015 - 09:16 PM

Lol my bad

#96 Nazgûl

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Posted 03 June 2015 - 12:06 AM

Ok, after a lot of tweaking - this should do it. Now Bolg matches the vanilla Lurtz in proportions. I had to edit arms, back, chest and even head and legs to counter the much longer arms and lessen the monkey look. However, I think the result is pretty good and like you said - Bog really do have long arms in comparison to a "normal" humanoid anyways =)

 

Bolg_Rig2.jpg

Indeed, they are long :p

8ygent1.jpg


Edited by Nazgûl, 03 June 2015 - 12:07 AM.

// C}{riZpc_punch.gif
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SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#97 njm1983

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Posted 03 June 2015 - 03:59 AM

Sweet work. he looks really good. Id actually think he looks better now than before.



#98 Nazgûl

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Posted 03 June 2015 - 03:24 PM

Cool  :thumbsupxd: I'll send him off for rigging tonight


// C}{riZpc_punch.gif
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#99 Ridder Geel

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Posted 04 June 2015 - 07:40 AM

Nicely done :p

Looks just as good as before, if not better :D


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#100 Nazgûl

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Posted 04 June 2015 - 11:42 AM

Glad you like it. He's 5500 polys btw, so it's not that bad in terms of poly count for a hero =)

 

I will adjust Azog the same way so we hopefully can have a better rig then we got atm.


// C}{riZpc_punch.gif
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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