what luvin stuff to make for Gianni?
Mistara
Posts: 38,675
Already planning making him a def leppard foolin' triangle, what else does gianni need to make a gianni fantasy a virtual reality?
Foolin-Def-Leppard.png
300 x 234 - 106K
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those tribal codpieces?
Koteka I better not post pic
brain bleach. anybody ? gahhh
only the old New Guineans seem to pose for tourists :snake:
That looks a lot like the music video of "Turn Up The Radio"
this as far as i've gotten with the Foollin triangle so far.
pondering the logic of chain links. don't want the metal of the chain link to bend, needs it to rotate in it's neighbor.
it's from the music video 'Foolin' by 'Def Leppard'. :) f f f foolin
https://www.youtube.com/watch?v=jACrmwTsi08
was 19 or 20 when this came out. cassette tape lol
drove my lil hormones ka-way-zeee
Wow, old school. Haven't had them in my playlist for years.
I'm working on a biggish chain-related product, and my advice is, set up groups (one per chain link) in your modeler and export to obj that way, then use the Figure Setup pane to create the figure's rigging (right-click in geometry, navigate to it, drag it to the hierarchy, then drag the bones onto each other in the right order). The nice thing with chain links is that it's then one click to weight paint them with proper rigidity (using "fill weight by selection set").
The fastest way to do this is to model the chain itself flat on the ground so you can just leave all the joints at XYZ rotation, then pose it, parent it to the frame after it's rigged, and save as a smartprop or scene subset.
Never try to make a chain a conformer unless it's jewelry or something else that doesn't need to move link by link.
I'm working on a biggish chain-related product, and my advice is, set up groups (one per chain link) in your modeler and export to obj that way, then use the Figure Setup pane to create the figure's rigging (right-click in geometry, navigate to it, drag it to the hierarchy, then drag the bones onto each other in the right order). The nice thing with chain links is that it's then one click to weight paint them with proper rigidity (using "fill weight by selection set").
The fastest way to do this is to model the chain itself flat on the ground so you can just leave all the joints at XYZ rotation, then pose it, parent it to the frame after it's rigged, and save as a smartprop or scene subset.
Never try to make a chain a conformer unless it's jewelry or something else that doesn't need to move link by link.
thanks :)
lotsa tauruses, taurusi