CompuServe Thread

#Cartoon Char. Skinning

14 messages in this thread
#126780From: Stephen J. RyanOct 2, 1994 9:03 PM
I downloaded a animation file called SKIN KID some time ago. It has the words "by Glen" along the bottom. Anyone know who this might be? I've spent countless hours trying to replicate a talking cartoon head similar to skin kid and I just don't get it. When I try to create cross-sections, the lofter insists that I use the same number of vertices and polygons for each section (imagine that). And of course, if I try to create each head by using booleans then the skin and morph features won't work because of a discrepancy in vertices. Can anyone help?
#126814From: Glenn J MelenhorstOct 2, 1994 11:40 PM
Stephen, I made the kid a while ago. It was made by lofting a head with the mouth insides pulled out. I then pushed the inside mouth bit back in (like how a sock puppet's mouth is pushed in). Then I copied the head and moved Verticies around till I had the next mouth shape. I continued like this till I had all the mouth shapes I needed for Lip-Sync. I hope this makes sense. If not, drop me another line. Regards. Glenn Melenhorst Zephyr.
#127015From: Stephen J. RyanOct 3, 1994 11:17 PM
Glen, Bless you for responding, you may just have saved my sanity 🙂 I'm still unclear though how you lofted the head with the mouth insides pulled out. Does this mean he looked like he was throwing-up his insides before you pushed his mouth back in? Also, did you use the deform/fit function to create the initial head or was it lofted from a stack of cross-sectional objects? I'm kinda green on using some features of Compuserve. Would it cost you anything, and would you be willing to upload the .3ds file so I could study it? My purpose in understanding this is so that I may create a cartoon short entirely using the computer (3Dstudio, Animator, Director, and Photoshop), and using this method of head creation is really key to the look I'm after. The alternative is to map an animation of the expressions and mouth movements. Not much of an alternative at all. I admire your inventivness. Thanks again for responding and for sharing your ideas. Sincerely –Steve
#127224From: M. G. BATCHELOROct 5, 1994 3:15 AM
Stephen, PMJI, but you can create the mouth for a head control hull easily. As Glenn said, just design your mesh where the mouth's contours are mirrored….you create a hill instead of a valley….or just create enough vertices in that area, they don't really have to be pulled out from the face's planes. Then just pull those vertices into mouth shapes for morph targets. You can construct a more complex head best by creating some vertical cross-sections to place on an circular path, or perhaps using deform/fit to generate a path for a stack of horizontal cross-sections. For a less complex cartoonish head, very coarse cubic geometry can be used for the control hull….literally a stack of rectangles. Just design-in enough resolution to form the mouth and coarse features of the head. Only very few vertices are required for the mesh, making deforming the head very manageable. Then let Skin.axp do it's thing by producing the smooth & graceful features. Regards, BILL
#128038From: Glenn J MelenhorstOct 9, 1994 11:23 PM
Stephen, <<I'm still unclear though how you lofted the head with the mouth insides pulled out. Does this mean he looked like he was throwing-up his insides before you pushed his mouth back in? Also, did you use the deform/fit function to create the initial head or was it lofted from a stack of cross-sectional objects?>> That's right, You can create a guy throwing up his guts and push them back in, but now that I think about it, I created the skin kid a little differently. I Lofted a surface of revolution so I had a vase shape on it's side. I then pushed and pulled the verticies around till I had a head, with the mouth of the vase being the kid's mouth. I hope Gary will upload the mesh so you can play with it. Feel free to use it if you like as a starting point for your work. I am impressed that you are making a cartoon short. It's something I would love to do. If I only had the time…. <g> Regards. Glenn Zephyr. PS: sorry the reply is late…a lightning strike took out my modem Boo Hoo!
#128099From: Yost GroupOct 10, 1994 9:52 AM
It'll go up today, Glenn. Thanks! – G
#128232From: Stephen J. RyanOct 10, 1994 9:02 PM
Thank you, Glen. This is going to be great! –Steve
#128098From: Yost GroupOct 10, 1994 9:51 AM
Steve, since Glenn has given me his OK, I'll email the skinkid to you and I'll also upload it to the forum. (I'll have some time to do this late Monday.) – G
#128231From: Stephen J. RyanOct 10, 1994 9:02 PM
Thank you very much! –Steve
#126855From: Yost GroupOct 3, 1994 10:04 AM
In addition to what Glenn said, I'd be happy to upload the actual project file here to the DL's (if that's ok with him). That might help you visualize what he did better. Glenn? – G
#127017From: Stephen J. RyanOct 3, 1994 11:20 PM
If this is okay with Glen, I would love to study how he achieved this look. Please do upload it. Thank you. Sincerely, –Steve
#127025From: Yost GroupOct 4, 1994 12:43 AM
I'll send Glenn an email asking his permission. – G
#127176From: Stephen J. RyanOct 4, 1994 9:37 PM
Thank you. –Steve
#126913From: Mike BryantOct 3, 1994 3:19 PM
just a quick reply if it helps. to HELP guarantee an equal number of vertices and resultant faces, reset path to default in LOFTER and reset DEFORM/FIT if you're using it for each cross-section you're using to make a mesh object. Also, you'll have reset the shape and path steps to however many each time. p.s. I'm not MIKE BRYANT so don't ask further questions of him. I hope to be a novice net surfer in the near future and get on to the 3d studio forum. 🙂