Game Editing > 3D Modeling & Content Creation
blender wip psy ambient trance music video project
silicone_milk:
Trippy stuff. I really liked the glassy one (2nd shot)
ratty redemption [RIP]:
thanks for the tip kat. i have checked the armature modifier and envelopes are disabled. i've never actually used those as i don't really understand them, so i just work with vertex groups.
i think in this case blender was just getting confused as to the bones rotating within the mesh, because in my first attempts at rigging this, after 90 or 180 degrees rotations, parts of the mesh would snap into a weird deformation. but at least it's consistently working now i rearranged the deforming bones and added in more controllers.
and thanks very much for the compliment, one of the aims of these is to look alien/otherworldly.
re the more noisy videos, are you referring to one of the three i posted yesterday, or the older ones?
other than the highly reflective/metallic ones, most of my videos have a deforming psy cloud background, which often has a high frequency, intricate pattern mixed in with the clouds.
ratty redemption [RIP]:
he he, thanks milk, that is one of the other main things i aim for with my psy art.
here's another of the reflective ones:
kat:
Be mindful that if you bring in an old *.blend file that 360º rotation might actually be 180º on the positive, then the remainder -180º (if you image a clock face, from 12 to 6 is 180, then from 6 back up to 12 is -180 because that latter rotates on the opposite side of the centre-line), if that happens bones can flip and rotate in odd ways. I can't remember if this approach to rotation was 'fixed' in the new versions of Blender or not.
ratty redemption [RIP]:
interesting, thanks kat. and i built this using 2.66a but those degrees would explain the snapping of some of the deformations, i guess, since my f curves go from 0-360 degrees.
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