creature WIP

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Some updates I have done to the rig

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Looks like you’ve made some good progress over the months, the latest images give the impression of him being better than ever.

I sure would like to see him fully textured and shaded one day too, so don’t give up.

Yeah lost my way a couple of times but I am going to complete this project (would be a waste not to), getting my blender skills back after not having used it for a while and learning new features.

For a bit fun I had another play with the Appleseed render app :cool: http://appleseedhq.net/about Materials did not go through for the eyes seems to render all scene layers and did not like area or sun lamps (well not for me at least). just gave Kragnour a dental update ie scaled up the tounge and teeth (not Shown) also working on a control bone to open and close the pincers.

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chrome suzanne is powerless against the mighty kragnour.

Strage how appleseed converted a surface to chrome when it wasn’t in blender, here are the details of the pincer set up Kragnour now has.

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I done some bone driver practice last night ie: joystick type shape key control, thought new riggers out there might find it usefull.

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BoneDriverPractice.blend (92.1 KB)

I made some progress on a spline IK based tongue for Kragnour

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Put all the images of tongue movement together and it looks like he’s spotted something that’s certainly too tasty to resist (perhaps he’s looking for food after all the weight lifting with the chrome Suzannes).

Man, this image reminds me that I might have to learn to rig my old Dragon model one day, even if only to pose him for still images.

ha ha yeah he is hungry for my first Sudai rig he wants chew it up and spit it out :wink: decided to have a look at the mask modifier :cool: yesterday glad I did good improvement to work flow just make sure its first in the stack or it will run like wet concrete.
you may be used to making your own vertex selection sets, now you can put them to even more use, increase your fps by hiding parts of the mesh. I have had a quick try in Pose mode, edit mode, Weightpaint, shape keys etc all good so far this modifier rocks cheers to who ever made it :smiley:

Learning to rig is definitely worth doing even with all its highs and lows of trying to understand it, when some of your knowledge becomes second nature the learning curve gets less steep, my learning curve is still huge but I,m glad for the knowledge I have gained so far.

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https://vimeo.com/68660520

At least the animation is looking smooth (mostly, the tongue seems to whip quite fast in one part though).

Kragnour himself is looking pretty good as a result and this before he point where the materials and lighting really get fleshed out, though it depends on whether you’re going to try to get him to ILM or Weta quality or just to where he looks believable. :slight_smile:

The animation was only a very quick test Ie throwing in keyframes, I will upload another one that isn’t a total rush job when I’ve finished tongue rig version 2, I came up with more ideas :smiley: , should look good once its textured slowly getting some reference photos for skin ideas etc trying to sculpt a normal map will be a huge challenge hopefully it pans out ok.

Here is version 2 of my tounge rig more bones for smoother bends and copy rotation constraints in fk mode which get turned on and off via the tounge spline IK switch .

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https://vimeo.com/69124520

Link to vid of Kragnours tongue setup Once vimeo has processed it.