Screwing around with poses & bone weighting

I’ve been trying to get my head around character rigging and bone weighting in blender, I then got carried away recoloring a few key parts of the mesh to represent abstract super heroes.

[video]http://www.youtube.com/watch?v=VgCkoB2xXSY[/video]

It was fun to make and play with so figured it may be fun to see =)

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Color sets are chosen at random, and poor superman didn’t get picked :

the second at 0:01 minutes looks definitely like iron man.
Nice work the poses are pretty cool.

@iamcreasy said: @thetoucher So, everything get exported to jME? or just the bone and their vertex binding, and their key frame animation?

I think you meant to comment in this thread … but I wont hold that against you =)

In blender I saved “Poses” in a pose lib, then used that pose lib as my Action (which makes each pose a key frame), which I turned into an NLA strip, and exported. In JME I play the animation in 1f/24f time segments (which is the exported frame rate, and I know there is one key frame per frame), then pause for a while.

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Nice, I noticed the reflections on the “floor”. How did you do them? Some screenspace thingy or something like the water effects uses?

@kwando said: Nice, I noticed the reflections on the "floor". How did you do them? Some screenspace thingy or something like the water effects uses?

http://hub.jmonkeyengine.org/forum/topic/matrix-inspired-dojo-scene-video-wip/#post-248660

Whoops, I missed that =)