gek

pugman 1
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gek

Post by pugman 1 »

Hi all ,Meet gek ,he is a new model
i am working on ,i would like to
animate him if i can :bananacool2:
maybe a cool name also, any ideas?
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carlpatti
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Re: gek

Post by carlpatti »

Hi pugman, :bananahi:

I love the gek! the name HECK comes to my mind - he looks slightly irritated and ready to take on the world... :x

Good luck animating him. I will watch with great interest - maybe I can learn a trick or two.

patti :D
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LeonRegis
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Re: gek

Post by LeonRegis »

The organic shape is just stunning, great work there! Let's see how you will texture it, will look really nice.
I advise you to see some Discover Channel documentaries to know more about how they move, but I know that the animation will look really funny! :mrgreen:

Cya
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Re: gek

Post by weedhunter »

nice model of the gek. do you mind show us it in a wireframe?
hope the animation goes well. Gek is a catchy word. name him Gek.
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Re: gek

Post by pugman 1 »

Hi , thanks for the coments ,Ithink animation will be hard
i must learn it :bananacool2:
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LeonRegis
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Re: gek

Post by LeonRegis »

Yep, animations is the hardest part... Principally when it involves living things (Humans, animals and insects) but if you put hard work in it you can achieve a good animation, maybe not the best but good for a start.

Don't forget to subiscribe the animation contest! vi ... 133#p11133"

Cya
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Re: gek

Post by weedhunter »

nice :bananathumb:

what you think. adding some edge loops around the tail to have so it dont look like its "stiff" plus im sure if you add some more edge loops around the tail you have more control of it during the animation. more flexibility to the control of you model.

nice job and thank you for the wire frame view of the model.

i wanted to see the wireframe cause i wonder how you modeled it. looks very clean :bananathumb:
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Re: gek

Post by pugman 1 »

HI weedhunter, i did wonder on that. Any way
here kinda green and slippery. not sure if i
like it . glued the eyes in model side now i
have thousends of faces hard to render
like this .
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LeonRegis
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Re: gek

Post by LeonRegis »

I though it would have scales, but since it's cartooned... Me and my realistic vision :oops:
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Re: gek

Post by pugman 1 »

gekos dont have scales as far as i know
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Breech Block
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Re: gek

Post by Breech Block »

This model is looking really good. :bananacool2:

You are gonna have to add a lot more geometry to the elbow and knee areas though if you are thinking of animating the mesh using bones.

In addition, you want to arrange the extra geometry tighter on the inside than outside of the joints so your textures stretch accordingly.

Great project and will be watching with interest.
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Re: gek

Post by pugman 1 »

Hi ,can someone help me with my gek .
i have riged him but not his tail when
i move his legs the tail distorts at the same time.
could maybe someone log in to
// pugmanspace.dyndns.org/1109 that knows
about this stuff .i can load him in there
Thanks Ralph
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marcel
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Re: gek

Post by marcel »

It is an animal very fragile. look at this 3d:
Design - illustration - Animation
http://www.crea-vision.fr
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Re: gek

Post by pugman 1 »

thanks marcel cool vid. i dont think mine
is so fragile :lol: :lol:
i need help with the bones
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Steinie
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Re: gek

Post by Steinie »

If your working on the workSpace side then this might help:
http://forums1.caligari.com/truespace/s ... stcount=13"

If you want to see my explorations in animation:
http://forums1.caligari.com/truespace/s ... ule&page=2"

Also watch the mini movies in the manual by Tom G. they are very good!
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Re: gek

Post by pugman 1 »

Thanks Steinie , i remember you had problems
but it turned out alright in the end .
Hope i crack this :?
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Re: gek

Post by Karthogen »

Sounds like you need to go to the weight painting on the bones themselves. The leg bones might have some vertexes from the tail that they are affecting which can lead to nasty distortion. by using the weightpaint and removing the wight form teh tail vertexes it should reduc eor eliminate the issue.
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Re: gek

Post by pugman 1 »

Hi here i am so far, i need to add bones for the tail.
i trided the weight paint tool no luck,ica move upper
and lower body ok arms ok ,legs still the prob
mabe bones in the tail will help when i figer out how
to add them ? any help welcome
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Re: gek

Post by pugman 1 »

Hi all ,i started the gek again ,a couple off
mistakes in the other on ,in mirror mode i
streched the tail and did not see that it split
in two, then glued eyes in modle side and
ended up with too many faces to repair it, shame :bananathumb: .
here the new gek 2pic without sds
1 pic two layers . all will be done in workspace
it is so much easer to model and edit
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Re: gek

Post by weedhunter »

:bananacool2: nice nice nice ........ nice.


did you restart the whoole model? it looks good tho, :)
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Re: gek

Post by pugman 1 »

Thanks ,no i had the head.
what do you think of the texture please
be honest am not sure
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Re: gek

Post by pugman 1 »

Hi , here with new texture ,i think it looks
better not 100% as the profi eyes lookbut ok,
now to work on the mouth and then animatoin.
alot of reading. all crits welcome
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Re: gek

Post by Steinie »

I like the new color pattern better.
The legs are not positioned right however that will
be corrected after posing with bones I'm sure.
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Re: gek

Post by pugman 1 »

Hi ,not quite sure how you mean with the legs steinie ?
another question for someone ,How do i add
the ik handles in work space side? Are the bones ok ?
Tanks for any help here
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Re: gek

Post by weedhunter »

nice texture very nice. it looks like you took my advice :bananacheers: :bananathumb:


the sandy color is nice but i like the grayish and orange dots better.
if you want to compare the "bones" look at a picture of the back bone of a gecko and than look at the spine of a human. than compare them and us the same "bone" construction that you would use for a human.

::remember- lizards are more flexible than humans::


what im say is you need a little work on the back bone "bones".
but im sure what you have now is ok for a "simpler" animation

good luck with the animation
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Re: gek

Post by weedhunter »

Steinie wrote:I like the new color pattern better.
The legs are not positioned right however that will
be corrected after posing with bones I'm sure.

look at the gecko skeleton and look at how he bones and muscles move and how the legs are positioned and than compare them to what you have.

modeling + animating anatomy is most easier if you have some knowledge of the bone and muscles move and where the are located on a real figure.

it even better if you know it all. but nobody is perfect :)
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Re: gek

Post by pugman 1 »

HI .i had a gek a few years ago .now
i have 4 bartagamens, when they feed they have this
stance. thats why he stand so :bananathumb:
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Re: gek

Post by Steinie »

Yes the front two legs would be right when they raise their head to eat.
Are you sure the rear legs stick out like a table? I would picture the upper limb of the hind leg to be bent forward
and the bottom part bent back. Your Gek looks like it might be in an alert pose and not in a rested or in a walking position. The body would be way off the ground and it could barely walk in the position you show.
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Re: gek

Post by weedhunter »

weedhunter wrote: what im say is you need a little work on the back bone "bones".
but im sure what you have now is ok for a "simpler" animation

good luck with the animation
My future project is to have tS work on Mac!!
Learning C and Cocoa rite now!!
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Re: gek

Post by pugman 1 »

Hi stienie , you are right in what you
say but it all depends on what it is doing.
hi weedhunter i will look at the bone how they move
and ajust everything accordenly
Thanks for the comments guys great help :bananathumb:

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