So here are some images from Antics, I am learning heaps with this project, take the grey ponytail girl, when you create a biped bone system within max you can set extra bones, for example a ponytail. This is of interest to me, not only because it means one could adjust the ponytail, but I am thinking one could rig up a character so the bones affect the facial mesh. Sort of a cheat way to get some posable facial expressions. If successfull then these characters would be compatible with all versions of antics.
These other pics show a much denser poly count. Antics will allow a mesh up to 64,000 approx, which is much higher than what is in the existing characters. (except the emotive ones). I would like to develop a character whose hands and feet and face are a much higher polycount. The comic face compares low/high poly counts.
A higher poly count means more curves which makes the edges smoother.
I am yet to solve the hair, eyelash and eyeball elements. Another consideration for the facial expressions is to construct a face plate with various expressions and have the ability to swap out the entire head. (using a link to the original head joint!). It may be possible to build it just like a skull where the eyes and hair remain on the original character, so the join is disguised.
Consideration is also being given to the texture maps for these characters.
Cheers Ammo
2 comments:
This is great news Tony, although you may be inundated with requests to put characters through Max as a result! Glad to see someone is progressing. The biggest down point we have been lumbered with is Max, and this is always going to be a sticking point for most Antics users.
Sounds like you are learning alot about 3D Max. You were right on tract with bones for facial animation. This is exactly what a lot of animators do to create facial characteristics and movement. Good luck.
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