rigstation
@rigstation
rigstation.com instagram.com/_rigstation_ Maya Rigging, UE Control Rig and Cats. Currently doing some rigs at EmberLab.
BTW the procedural crab idea started in Unreal when I was learning Control Rig. But Unreal is too heavy and I wanted a project to learn Godot so I ended up migrating them over.
Mó feliz com meu hair, nunca tinha feito feito antes e não achei que conseguiria resultados assim de primeira
Adicionei uns flyaways pra dar uma bagunçadinha no cabelo, também adicionei um mapa de root pra poder tingir o cabelo :3
Geo das Sobrancelhas tão aí, mas acho que precisa de um mapinha de delineador pra dar uma segurada. Some facilmente quando afasta a câmera.
Tirei um tempinho esse fds pra avançar mais nos hair cards e também aproveitei e testei como está ficando dentro da Unreal. O hair shader é o do Paragon, só troquei os mapas. Cílios ficaram tão estranhos com fiozinhos, acho que vou testar um método diferente mas se não ficar bom vai ser planinho.
E ontem e hoje testei alguns plugins de criar hair cards e estou tentando preencher o volume que tinha antes com os cards
Updatezinhos: Final de semana passado eu tinha remodelado as mãos e corpo para poder deslizar o tecido por cima, além de detalhar mais os dedos pra poder rigar direitinho
Falando em missô comecei a botar uma colherada na sopa de legumes nesse frio, dá um upgrade e encorpada
To those who used to follow me back on the late Xwitter: Rigstation is back online, enjoy! No new content for now but the plan is to create new characters from now on. Hopefully game-ready, possibly UE Control Rig rigs to be animatable in-engine. rigstation.com
Passei o dia fazendo a retopologia do rosto pra aumentar a resolução e ajeitei os loops pra deformação ✌️
Quero voltar a estudar no tempo livre e ir postando. Comprei um modelinho por 15 reais mas é muito lowpoly, vou subdividir e dar um tapinha pra melhorar a deformação. Daí fazer o rig e usar pra estudar um pouco de tech anim na Unreal :3
Throwback time: I rigged a creature's beating heart for a Daymare 1994 Sandcastle intro Cinematic a couple of years ago. Wanted to include this in my upcoming demo reel but it's a little too graphic compared to the rest of the material :3
Had a problem with a rig at work, couldn't stop thinking about it so I launched UE to try to find a solution. After a lot of Googling I found something that hopefully will work! Parallel transport frame I love you 🥰 #controlrig
Not posting crab stuff lately because I've been traveling on holidaysssss 🎉
It's been a month since I started learning Godot, I'm really loving the engine! Super satisfying, I'm very happy with the progress working a few hours a week on my free time. Once I'm done with this sandbox I'll release it as a Live Wallpaper for Android. (still lots of ideas to test!) #Godot
Added a BG, lookAt and a wave. Learning how to use particles, they're pretty fun! #Godot
I am back! Removed Physics and started calculating each crab movement manually using a "CrabManager" script, this also makes them avoid intersection and makes them move the opposite direction when bumping into other crabs. Also added some size and color randomization because why not. #godot
Ok this is now an Android project lol Locking to 30 fps and starting to rewrite the movement to not rely on physics anymore. This capture is still using physics forces to repel the crabs bodies. #godot
This morning I added some more bounciness to their movement and also the ability to possess the crabs and control with keyboard inputs :3 This is very addicting! I need to sleep lol #godot #godotengine
Alright made them bob a ittle more and raise the legs higher when stepping... SO CUTE :3 Also fixed the 1 frame glitch I was having in the previous video #godot #godotengine
Changed physics engine to Jolt and it seems more responsive to physics forces. Added random blinking and a step manager to make sure they don't try to lift all legs at the same time. #godot #godotengine
Worked by setting "global_position" instead of "position" that was moving the IK together with the main body :3
Got physics and collision working, trying to get the IK to work in world-space now
10 minutes following this Godot tutorial and I was able to make lil crabby dance :3 www.youtube.com/watch?v=WBoA...
Hmm weird! Here's another idea, what if you use something else as offset like the joint world position? Also might need a small multiplier to make the offset smaller.