August 13, 2018

Weight Painting (1)

Today, I started weight painting of "head" and "neck". That is the task of setting the degree of influence of the bone on the mesh. The intensity of the influence goes from blue to red (blue → green → red). Blue has low influence and red is strong. The following images confirms the movement of "eyeball controller", "head", "neck" and "jaw".

 Weight painting around the shoulder will be done tomorrow. It is a bit difficult to include the shoulder blades.

August 12, 2018

Constraints for the eyeballs control

I control the animation of the eyeball using some "Constraints".

・Fix the eyeballs to "Empty" with "Copy_Location". ("Empty" is set as a child of "Bone_Head")

・Create a controller for the eyeball and use "Damped_Track" so that the eyeballs always faces the controller.

・The controller has a structure that can control the left and right eyeball separately.

August 9, 2018

Inverse Kinematics

"Inverse Kinematicks" was installed on the forearm part.
There are two main ways to pose a chain of bones:
"Forward Kinematics" (FK) is the normal way of manipulating a bone chain, based on parent-child relationships. You need to rotate each bone individually.
Inverse Kinematics (IK) is another way, where the movement of the chain is determined by a "target" bone (and optionally a "pole target" bone) instead of the normal parent-child relationships. Basically you position the end of the chain, and the IK solver calculates what the rest of the bones need to do in order to make that happen.

In addition, "hand" has many joints in such a narrow area. That is exactly "complex" itself. In other words, in order to improve the efficiency of animation, I need to rationally use "constraint" and "expression".

August 7, 2018


I have started rigging. Some bones were installed today and will be set "constraints" to them tomorrow. This process is important. In other words, the setting here affects the efficiency of future work. A life will live in him in a few days.

July 21, 2018


I tried to make the edge dynamic. It will change depending on the movement of the character and the angle of the camera. Please pay attention to the edge of the back of the figure. You will be able to see the change. The setting method will be explained later in "STORM ON".

June 20, 2018


I succeeded in setting Comic shader by "Cycles". You will be able to see the details on my website updated soon. I will start making the "STORM ROLL 2018" based on this. In addition, I will also modify modeling and rigging. My viewpoint always emphasizes efficiency of work. That means that the staff at STORM ON is me alone. hahaha! (^^)

June 11, 2018


Oh no! What should I do?"Blender Internal Render" will be deleted in the next version of BlenderI have to change the renderer of "STORM ROLL 2018" which is currently under construction to "Cycles". It's not impossible, but it takes a lot of trouble. Hmm....
OK, there is no way. I'll change some of settings for rendering way tomorrow immediately. (TOT)