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Furrette 2.0

 
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Little_Dragon
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Joined: 21 Jun 2003
Posts: 97
Location: Cave in the woods

PostPosted: Mon Mar 15, 2004 9:33 am    Post subject: Furrette 2.0 Reply with quote

Ryan has his own figures in development, whereas I have a new version of Furrette in the works. Currently tweaking the rigging (skeleton/joints), which makes the 3D mesh posable in Poser.

The original version of Furrette was derived from a low-poly Sabrina player model I created for Half-Life and Counter-Strike. The new version has been built from scratch as a high-resolution figure. Improvements include posable eyes and ears, a tongue, better UV-mapping, etc.

No textures as yet (other than the eyes and lashes), and I can't create morphs for facial expressions until I finish the rigging (which explains the wide-eyed stare). But she's definitely posing a lot better than the original.

I've attached a short animation (MPEG format, 346KB) for your amusement.
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Sandy C
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Joined: 07 May 2003
Posts: 27
Location: Telling you would just hurt you ;')

PostPosted: Tue Mar 16, 2004 4:36 am    Post subject: Reply with quote

Interesting.. I've seen some of your earlier animations. I have to say that they were pretty well done, but lacked detail, and from what I saw, facial animation was nearly impossible on the earlier models. Ryan has been pretty busy, closely studying the CG animation in movies such as Ice Age, Monsters Inc and Garfield. So far he seems to be on the right track.

Anyways.. I'll probably be off this afternoon to pay him a visit, and offer him my support. Keep up the good work LD

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SkunkFox
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Joined: 14 Aug 2002
Posts: 1017
Location: Close to Houston

PostPosted: Tue Mar 16, 2004 4:49 am    Post subject: Reply with quote

and to beat his head in with a stick for the jokes he's been making lately?
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Scifer
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Joined: 01 Mar 2004
Posts: 1518
Location: Boringville, UK

PostPosted: Tue Mar 16, 2004 12:20 pm    Post subject: Reply with quote

Phew sandy, you make it sound like animation is easy! Confused There's a hell of a lot of things to consider. The programmable attributes of the face take the most time usually. Remember Woody from Toy story? There are over 100 animatably features in his face alone! Shocked Call me crazy, but I kinda think that takes priority over the background? Confused
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Little_Dragon
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Joined: 21 Jun 2003
Posts: 97
Location: Cave in the woods

PostPosted: Tue Mar 16, 2004 1:44 pm    Post subject: Reply with quote

Sandy C wrote:
I have to say that they were pretty well done, but lacked detail, and from what I saw, facial animation was nearly impossible on the earlier models.


True, the original Furrette was somewhat lacking ... which is why I've been building the new one using everything I've learned since.

I do know how to wring some emotions out of a 3D mesh, however. A recent project in which I rebuilt Lemurtek's Tobi gave me the opportunity to add new head morphs and facial expressions to an otherwise expressionless figure.
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Mapper
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Joined: 21 Jun 2003
Posts: 892
Location: East coast somewhere

PostPosted: Tue Mar 16, 2004 7:38 pm    Post subject: Reply with quote

Show off Wink Looking forward to version 2 LD Very Happy
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Scifer
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Joined: 01 Mar 2004
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Location: Boringville, UK

PostPosted: Wed Mar 17, 2004 12:31 pm    Post subject: Reply with quote

Very Happy Wow! It's just like the stuff I'm doing in Flash ... only so much better. Mad

*grumble grumble.*

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tim
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Joined: 21 Jan 2004
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Location: My house, i guess

PostPosted: Tue Mar 30, 2004 5:10 am    Post subject: Reply with quote

thats pretty damn amazing
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