Shelly [Bombshell]

 Large preview image for Shelly [Bombshell]

Description

Shelly from Bombshell game
Stats:
Polycount - 88696
Textures - 4K
Face posing - only bones
RIG - I'm sorry, I do not know how to do them.

Steam Workshop - http://steamcommunity.com/sharedfiles/itemedittext/?id=740392606


Filename Downloads Created Filesize
Files
Shelly_Bombshell.7z
🇳🇱 EU Download
🇨🇦 NA Download
93 2016-08-09 85.33 MB
Previews
2_c2unwab.jpg
🇳🇱 EU Download
🇨🇦 NA Download
57 2020-03-11 175.91 KB
Thumbnail image for Shelly [Bombshell]

Comments

Blimey. I can see why you wouldn't want to rig that. Seven spine bones, three neck bones, nineteen bones per hand (which *is* the right number of handbones, but most models ignore the metacarpals in the fingers). Then I'm seeing an absolute mess of bones that'll need procedural animation. Aside from the problems with the bone hierarchy, the autorigger just isn't going to handle that. No promises, but I'll see if I can wrangle something together.
Reply • Aug. 11, 2016, 2:13 p.m. -  RagnarokEOTW
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Test animation for a WIP fix: [https://www.youtube.com/watch?v=GzQkG2-smgE](https://www.youtube.com/watch?v=GzQkG2-smgE) Thus far, I've largely sorted the default skeleton; All the bone parenting has been re-organised, some bone axes have been reoriented to aid in animation, and I've sorted a few issues with the weight paint. Also, WIP jigglebones, because why not? I've still got to sort some of the physics and it still needs a procedural rig (for automating the animation of the pistons and eyebones), an IK rig and probably an animation groups file to organise the massive number of non-standard bones on the model. I'm not going to look at implementing sliders (at least for now). Although they're incredibly useful, that's going to be far more time consuming, I've got other things I should be doing first, and frankly the face bones on this model are a work of art*. (*I haven't played the game, as I'm no great fan of that style of gameplay. But I was however impressed by the facial animation when I saw the trailers - and having now dissected the model, I can understand why. I don't think I've ever seen a game model with more comprehensive facial bones, right down to things like contracting/dilating the pupils.)
Reply • Aug. 12, 2016, 1:51 a.m. -  RagnarokEOTW
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Love the model, shame that the bones are all messed up! I've tried to do a rig with the auto rigger, but it looks like there are issues with the spine, neck and arm bones. Will be wicked when fixed!
Reply • Aug. 11, 2016, 8:22 a.m. -  sfmllama
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Excellent work Ragnarok, very good walk cycle imo as well
Reply • Aug. 13, 2016, 5:10 p.m. -  retrojaysftw
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I can't take direct credit for the walk cycle. The basis of it is puppetted from LordAardvark's DAZ animations project (https://sfmlab.com/item/1416/), specifically the the spbr_walk sequence, and then adjusted with an IK rig. But, really, making it easier to puppet, rig and animate... that's more relevant at this stage than me taking time to cook up a new walk cycle. On the progress list, I've hunted down a few issues with the weight paint (there were some tearing vertices), re-organised the body groups and I think I've broadly finalised all the jigglebones (including some new ones). There's now a choice of manual or physics-enabled hair - I've given the latter helper bones around the neck that can be used to help fix any clipping with the shoulders, so it works reasonably well for jiggleboned hair of this length. At this stage, I've got to work out why the .VRD file to enable helper bones in the arm won't compile, and build flex-sorting into the procedural rig* so her massive number of bones (currently, 242) can be slightly better organised. (* Which is separate so that things like the shoulder pistons and eye aiming don't need the IK attached to work. FK is better/necessary for some things). Anyway, to show some of that progress, a new test scene export: https://www.youtube.com/watch?v=KIv3YsixUjs
Reply • Aug. 14, 2016, 1:52 a.m. -  RagnarokEOTW
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There is something wrong with this model
Reply • Aug. 10, 2016, 9:40 p.m. -  haxinprocess
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Oh, shit! Thank you!!!
Reply • Aug. 11, 2016, 1:53 a.m. -  krim1
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D- for effort.
Reply • Aug. 11, 2016, 2:06 a.m. -  mightygos
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Still looking forward to the fixed model! :)
Reply • Aug. 28, 2016, 9:24 a.m. -  TheVityaz
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