Uploaded by thymefromti on Aug 1, 2010
Part 1 of this tutorial:
http://www.youtube.com/watch?v=A3q-o_9m_GU
You need free Seamless3d 2.166 or up for this tutorial which you can download from:
http://seamless3d.com/download
And you will need the nurbs-lathe-avatar.smls example file which you can download from:
http://www.seamless3d.com/making-movies/
Short cut keys (All Left keys):
Stretch/Squash and rotate 1D: Control Shift
Stretch/Squash 1D: Alt
Stretch/Squash 2D Control Alt
Orientation lever in neutral: Control
Select control points: Shift
Un-select control points: Control Shift
Selected points control panel: Control T
Naration:
00:00 For this tutorial the nurbs lathe avatar will be used as the example avatar which you can download from the link below. http://seamless3d.com/making-movies
00:12 It is very important to tick the Seamless node's autoIn field if it is not already ticked, otherwise seamless will likely crash when importing objects unless you know what your doing. The autoIn field allows indices for joining vertices to be automatically recalculated when certain tasks are performed without horribly slowing down editing.
00:32 Delete all the build nodes that generate the geometry we will no longer want. Deleting each lathe node one at a time doesn't take long for this example but you can select multiple nodes for deletion by holding down shift while using the arrow down key.
01:02 To import our trousers right click on the Seamless node and select import build nodes. Because our trousers contain build nodes that reference a part node named pelvis, we must be sure our avatar has a part node named pelvis too and with upper and lower case characters matching. If matching names are not found, the importation will fail.
01:29 Scale the trousers using the stretch/squash feature.
01:35 It is often easier to use the control point selection panel instead of directly using the mouse when moving objects like this as we don't wont to accidently drag the object to the left or right. To open the panel press Control T
02:02 If the ends of the trousers go into the shoes a little they can be easily modified to make them look like they are draping over the shoes.
02:21 It's good to have the control points aligned with the skeleton's pivot points where possible so lets move some of the leg rings up a little to align one of the rings with the knees.
02:36 We'll come back to modifying the trousers later but now lets move on with importing the jacket. Don't forget, for every part node referenced in the importation file, a part node with an identical name must exist in the file we are importing into. In this case our referenced part is named thorax, so after importing our jacket the jacket's build nodes are referencing this part in our avatar's skeleton.
03:02 To get the trouser's control cage out of the way, hide the cages by double clicking on the trouser's patch nodes.
03:21 Stretch the arm in 1 dimension (Alt) so that it reaches the avatar's hand.
03:29 We want to drag the arm forward from a birds eye view but is easier to select the control points we want to drag forward, while looking front on.
04:09 We want the jacket overlapping the trousers but it is now apparent the trousers need to be squashed in too. We can continue to overlap the jacket at this stage because we can later squash both the jacket and the trousers in together.
04:25 Ok now unhide the trousers control cage,
04:32 select control points from both the trousers and the jacket and squash them both.
05:01 Drag down some of the thorax's control points so that there are points aligned with the thorax's pivot point and drag down some of the shoulders points too while we are at it.
05:10 Now lets tidy up some of the damage done to the shoulders.
06:06 I noticed the neck collar needs to be tugged out a little at the back.
06:55 If we try animating it now this is what we see. This is of course because the trousers and jacket are owned by single parts. There are a number of different options available to us to animate the trousers and jacket correctly. For making movies I recommend using nurbs control point animation. Not only is this method easy, it gets high quality results.
See my video Beginners NURBS Control Point Animation:
http://www.youtube.com/watch?v=5n1tIzuPxhk
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