• Radar
Radar Photo

1,919 things redmoa likes

  1. blixart Deactivated

    how to draw arms ? ? 

    holy fuck is right… but… does it work with legs???

    blixart Deactivated

    yes !!

    but how much extend

    petroleum-hare Deactivated

    ^^^^^^^^^^

    I NEARLY CHOKED

    ENJFDFNFATFVFDF

    finally. i can be accurate

    sherlock-im-not-gay Deactivated

    This is too fucking great to not reblog

    I give it MASCLES

    BIG MACHO

    Okay but for anyone who legit wants to know how to calculate it correctly:

    The elbow joint on average rests a couple inches higher than the navel, so if you measure how long the distance is from the middle of the shoulder to that point then you have the length of the upper and fore arms!

    So if anyone’s wondering about legs too, the simplest rule of thumb is that the length from the top of the leg to the knee is equal to the distance between the top of the leg and the bottom of the pectorals:

    And I wanna stress that when i say “top of the leg” i’m not talking about the crotch (please don’t flag me tumblr it’s an anatomical term) i’m talking about the point where the femur connects to the pelvis, which is higher up on the hips:

    It’s easier to see what I’m talking about in this photo of a man squatting: 

    So yeah if you use that measurement when using this technique you should get fairly realistically proportioned legs:

    But remember! messing with proportions is an important and fun part of character design! Know the rules first so you can then break them however you please!

    HOW THE HELL DID I FIND THIS POST OMG

  2. you literally can’t argue this one tumblr, i hold all the cards

  3. Team Rainbow

  4. The gods of the booty answered. SFVAE

  5. Some Constraint Tutorials

    Remember that SFM is an awful program and if you want to really get into animation, you should use something better like blender, c4d, 3dsmax, maya, etc.

    That being said, constraints are a nice way to make SFM just a little less garbage and might convince you to postpone switching to something better if you’re an imbecile like I am.

    Aim Constraint Basics

    This is how you apply an aim constraint. Left-click on the parent bone first, then left-click on the child bone. The child bone will rotate to face the parent bone.

    This is how it looks in practice.

    You might notice that when you apply this constraint, a new DAG appears in the list. This is a slider that affects the weight of the constraint, on a scale of 0-100%.

    Here, I’ve applied an additional aim constraint to the templar’s neck and 3 spine bones, and adjusted the weights to produce this:

    You can see that the bones with lower slider values don’t rotate as much to follow the bone they’re constrained to.


    Aim Constraints for Eye Movement

    Aim constraints can be used to create a viewtarget for non-qc eyes, which makes moving them around a whole lot easier compared to manually positioning them.

    This isn’t any different than what I showed above, but you might have to manually position the eyes’ initial position so they’re looking directly at the viewtarget before you apply the constraint.


    Parent Constraints for Impromptu Shapekeys

    Parent constraints are basically locks that can be toggled on & off. By applying a parent constraint to a bone, moving it, and then messing with the weight slider, you can basically create a shapekey from scratch.

    This is pretty useful for eyelids and eyebrows, since SFM tends to have trouble interpolating very small position adjustments between keyframes, but has no problem interpolating different slider values.


    Using Inheritence to Bypass Aim Constraint Limitations

    Normally, objects that are under an aim constraint cannot be rotated. There’s a way around this, and it has to do with how objects inherit motion from whatever they’re locked to.

    Here’s a quick hierarchy of bones on a regular biped in sfm. If you move the neck, the head moves as well. You move spine2, it moves the neck and head as well, and so on.

    (empty.mdl is what I use for this. It’s essentially just an invisible model with one bone. You can use whatever you like as long as you hide it afterwards.)

    Place a new model at the exact same position as the head. Lock the head to this new model, then lock the new model to the neck, creating the hierarchy above.

    By applying the aim constraint to this intermediary bone instead of the head, and having the head inherit its (constraint-based) movement through a lock, you;’re able to bypass this limitation of aim constraints, allowing you to both rotate the head and have it track something as if it were constrained.

  6. I had one more burst of inspiration and worked on another portrait for the Mechanicus40k art contest. Thought I might as well play with some more lighting and mood :)

    Link to the other finished portraits HERE, fingers crossed!

    Mechanicus Portrait

    by Tomis-JB

  7. meklobby Deactivated

    testing a layered aim constraint script. lots of potential for future stuff, more tests later.

    Seriously, constraint scripts are incredible and this is going to make my life so much easier now that I know how to use them.

    How the FUCK!!!!!!??????

    Jesus Christ that’s fucking impressive

  8. Just Proxy being interviewed on a regular Galactic Network talk show.