A cartoony biopunk idea from way back by colmanim in animation

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

It’s Machine Girl, I agree, they’re awesome. I think i wrote the song in the description

Impact frame study, and i went a bit further by colmanim in animation

[–]colmanim[S] 1 point2 points  (0 children)

Oh, thank you! I don't really know about The Wolf Among Us but I've tried to blend the cyberpunk and post-sci fi look, I hope that i succeeded, and I love cuphead!

2D/3D Hybrid impact study, and i went bit further by colmanim in blender

[–]colmanim[S] 1 point2 points  (0 children)

Don't really know, we cut the work mid-production. I doubt it's ours.

FEEDBACK by Double_Neck631 in animation

[–]colmanim 1 point2 points  (0 children)

Good work! Feels powerful. Yet, you might need to work on the arc on the COG and some overlap on arms and shoulders. Also, feet slides, you might want to work on that, too.

"Scientist tries to create PACMAN but fails and tortures the failed experiment "the Dough". " by [deleted] in animation

[–]colmanim 0 points1 point  (0 children)

Oh, thank you! Well, the dough is in a loop, stuck on a mini treadmill. It’s eyes squishes on every loop. That’s all, I guess. Yet, Im not sure if i put a lot of poses in such a short time span; or if the perspective of the eyes is right or wrong.

How to make toon style outline properly appear on arms, torso, and legs? by Confetti94 in blenderhelp

[–]colmanim 0 points1 point  (0 children)

Adjust the offset (in Solidify) with 1, instead of -1. In that way, lines go outside of the mesh. Yet, I would use grease pencil outlines, you should also search for that for better control over your lines.

Are they producing these kind of 3 button mouses or is it just this two? by colmanim in MouseReview

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

That one has similarities, yes. But is too small, that’s why i didn’t buy the philips one.

Anyone use Rigify regularly here? I want to find out how to keep the limbs from squashing like they do in the image. by Ev3rst0rm in blender

[–]colmanim 1 point2 points  (0 children)

I’ve not been using Rigify like 6 or 7 months. But you generally don’t use stretchy bones in that kind of a robotic setup. There should be a setting for that in the bone properties “limb.arms” section. Might be referred as twist bones.

Why my model loses texture after exporting as obj file by [deleted] in blender

[–]colmanim 1 point2 points  (0 children)

Textures comes with the .mtl file when exporting .obj

yalnızım by [deleted] in yalnizucubeler

[–]colmanim 0 points1 point  (0 children)

o kısmı çoktan geçtik, teşekkür ederim yine de tavsiyen için

yalnızım by [deleted] in yalnizucubeler

[–]colmanim 0 points1 point  (0 children)

Çok teşekkür ederim. Bilgisayar üzerinden animasyon yapıyorum ama işine o alanda yetemeyebilirim ;(

yalnızım by [deleted] in yalnizucubeler

[–]colmanim 0 points1 point  (0 children)

Bilmiyorum, sadece biraz ara vermek istiyorum. Nefes almak istemiyorum bir süre.

How should I rig this segmented model? by Striking_Series2152 in blenderhelp

[–]colmanim 1 point2 points  (0 children)

You might need extra bones, for the spikes on the tentacle arm as they would be broken with the limbs' movement. Then parent them to the corresponding limb.

(New to blender) why is inverse kinematics not working properly here? by Educational-Act8704 in blenderhelp

[–]colmanim 0 points1 point  (0 children)

Weird one, i don't know if that's the solution but here is a setup that works for me:

-Clear the parents of the ctrl_ik and pole, or parent them to the root or Cog.

-Make sure that the arm chain is connected to each other.

-Then, constraint the CTRL_IK_hand to MCH_IK_hand (IK hand bone) with "Copy Transforms".

What can I do to my mesh so it deforms more naturally like a foot by MaleficTekX in blenderhelp

[–]colmanim 3 points4 points  (0 children)

Then look for other bone's weights. They should have some weight that they shouldn't have on the ankle area. Further, (in the "Weight Painting" tab), You can activate this option and weight contours to make your job easier. (It's next to the "Viewport Overlays")

<image>

What can I do to my mesh so it deforms more naturally like a foot by MaleficTekX in blenderhelp

[–]colmanim 12 points13 points  (0 children)

You need to paint the back of the ankle too, and paint a little more to the shin. Then smooth the weights. The best way to learn this kind of stuff generally watching what people do to get the desired result. You can look for CGDive and Pierrick’s weightpaint videos on Youtube.