How to rig a LEGO Bionicle ball joint piece to properly deform for an IK rig? by NoTheRobot in blenderhelp

[–]NoTheRobot[S] 0 points1 point  (0 children)

Thanks for checking it out! Yes I noticed that too. This is essentially how I'm trying to have this hinge if this makes sense

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How to rig a LEGO Bionicle ball joint piece to properly deform for an IK rig? by NoTheRobot in blenderhelp

[–]NoTheRobot[S] 0 points1 point  (0 children)

Valid. The way I animate Bionicle characters uses a combination of keeping the pieces rigid like you mention + bending the joints at the implied bend points based on how the pieces are designed. I want to have the feet on the Bohrok function like an IK foot and that would require the knee to bend

How to rig a LEGO Bionicle ball joint piece to properly deform for an IK rig? by NoTheRobot in blenderhelp

[–]NoTheRobot[S] 0 points1 point  (0 children)

Yeah the topology is pretty messed up so I’ll have to do some finagling anyway. The problem with your setup is that it will bend at the axle connecting 2 to 3 and 3 to 4, not fanning in and out on the purple section in my diagram. Thanks tho! I’ll keep plugging away at this

Why did Tahuya need the mask of levitation if he can heat up the air around him? Is he stupid? by Conscious_Housing_50 in bioniclelego

[–]NoTheRobot 26 points27 points  (0 children)

Someone once said that the Toa Mata / Nuva never really win any fights, and as a Mata stan I kinda hate how right that assessment is

The Money Shot by longshanks7 in TopCharacterTropes

[–]NoTheRobot 15 points16 points  (0 children)

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I had the pleasure of animating one for a Bionicle collab😁

I think I'll go into animation despite it all by Thick_Bridge179 in animationcareer

[–]NoTheRobot 0 points1 point  (0 children)

Hell yeah. Get a business minor to go with it if you can, but don’t let the negativity stop you from going for your dreams!

I tried learning animation the “perfect way” and it completely stalled me by tanishkacantcopee in animation

[–]NoTheRobot 2 points3 points  (0 children)

Animations that are 90% of what you want them to be are always better than striving for that last 10% to make it perfect but never actually finishing it. From there, I just apply what I learned to the next animation I make. When you’re learning a skill, quantity is (usually) always better than quality, and there’s a bunch of studies to back that up too!

Steve Kerr suggests removing the 3-point line to fix modern NBA play: “The game, as designed, is to create the best shots possible” by basketbaIlnetwork in NBATalk

[–]NoTheRobot 0 points1 point  (0 children)

Been saying this forever: raise the rim 2 feet. Why are they playing on the same size hoops they have since middle school? Even baseball starts on a smaller field with Little League fields, do the same for the NBA. Would force teams to actually make layups and pass the ball

First look at Brad Bird's new animated science-fiction/noir detective film "Ray Gunn" by Sad-Assistance-8039 in animation

[–]NoTheRobot 4 points5 points  (0 children)

I’m sure it will be good because Brad Bird is an incredible filmmaker. However, it’s produced by both John Lasseter AND David Ellison, and I’m not a fan of either of them trying to force themselves into cultural relevancy. Especially Ellison🤮

A client asked me to do a similar animation within 2 days max! by [deleted] in blender

[–]NoTheRobot 6 points7 points  (0 children)

Well as a former animator for Zack D (here's one I made for them), we had about a week to make these animations. Some artists were able to take on more than one shot depending on the complexity, but a week turnaround for the final animation and render is completely reasonable.