Nicholas86 opened this issue on Jun 06, 2003 ยท 13 posts
Nicholas86 posted Fri, 06 June 2003 at 1:01 AM

Nicholas86 posted Fri, 06 June 2003 at 1:06 AM
Also, yes I know he looks young. I tend to model that way, and then either agem change sex, etc. One nice thing about once you've done a model like this is, like in Poser you can alter the basic shape and create a variety of characters. Excuse my grammar its 2am here.
bikermouse posted Fri, 06 June 2003 at 1:19 AM
Great! I like this trend. keep the WIPs coming!
Kixum posted Fri, 06 June 2003 at 9:35 AM
Very cool. I love the paunch! Looking forward to where you land! -Kix![]()
-Kix
sittingblue posted Fri, 06 June 2003 at 6:23 PM
Thanks for sharing! This is very interesting. :)
Charles
Nicholas86 posted Fri, 06 June 2003 at 7:03 PM

Nicholas86 posted Fri, 06 June 2003 at 9:59 PM

Nicholas86 posted Fri, 06 June 2003 at 10:01 PM

Nicholas86 posted Sat, 07 June 2003 at 12:26 AM
Attached Link: http://ice.prohosting.com/~docgac/brian/b1.htm
I quick little play animation is up, just to demonstration that yes my friend animation is possible. A simple skeleton for this construct. The character is a WIP still, just was checking the joints and mesh deformation.davidnormal posted Sat, 07 June 2003 at 6:02 AM
Hi Nicholas, Your model bears an uncanny resemblance to me - especially the stomach. I am flattered to find myself in portraiture - even if it is not intentional. Thank you! I'm actually quite new to carrara, but have been studying it intensively for the past two weeks. I don't know how you would make that polymesh follow the movements of the armature you have placed within. My guess is that polymesh vertices are strategically linked to the hotpoints of the primitives that comprise the skeleton. Yes/no, maybe so? What is SDS and where do I find its setting. I'm in Carrara 1.1 BTW. -DN
Nicholas86 posted Sat, 07 June 2003 at 10:04 AM
The polymesh is skinned or attached to the bones. Subdivision surfaces are a part of Carrara 2.1. They are found in the vertex modeler, you can use the 'true subdivision' which will be in 1.1, but it tends to not divide well. Brian
davidnormal posted Wed, 11 June 2003 at 12:06 AM
Hi Brian, I'm keen on following the development of your project. "Skinning" is a term I associate with spline modelling. I assume you mean that various vertices and polygons are grouped with the parts of your skeleton, and then movement proceeds accordingly. I've been busy learning to use the vertex modeller, but soon I will post a character I have made. I'll be experimenting with methods of animating that character. -DN
Nicholas86 posted Wed, 11 June 2003 at 8:57 AM
The vertex modeler has been quite a frustration for me as of late. It not doing what I want it to do:) Yes DN thats what I mean, Carrara refers to the process of combining the bone rig and the vertex object or other objects as "skinning". Its called that in other programs as well. Lots of different names for the same thing out there;) I'll be moving this to another thread in the next day or so. With links to images. Since I'm sure not everyone is broadband here. I look forward to seeing your progress in Carrara. Brian