Modelling models - Chinese New Year animation
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I found an interesting mannequin/model in the warehouse. I want to see if I can use it to demonstrate comfort with models of furniture.
So there are two aspects: first to amend critical parts of the model quickly to personalise it to enquirers' body sizes; second, to change from standing, seating, arm resting, lying and probably some animation for the transitions.
I have made each part a component and experimented rearranging the original leg shown on the left. The ankle and foot on the right are detached and the leg, knee and thigh just rotated and moved by eye.
So I was wondering if there was an easy way to establish points to be able to use Ruby to rotate and connect the components, or if there was an open source web-compatible solution already available?
Thanks
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Hi Chris,
Cool and useful (and of course, such a plugin would be even more useful!)
See how Justin Chin (aka monsterzero here on the forums) is rigging his models:
YouTube - Rigging in SketchUp
[flash=480,385:1yc76og3]http://www.youtube.com/v/9vU2MMc-woM?fs=1&hl=en_US[/flash:1yc76og3]YouTube - Posing Character in Sketchup
[flash=480,385:1yc76og3]http://www.youtube.com/v/ZJn-y8UMer8?fs=1&hl=en_US[/flash:1yc76og3] -
Thanks Gaieus but YouTube is not available in these parts. But I will look at it when I next go to Hong Kong.
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Ah yes, sorry, I completely forgot.
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I can't get You Tube here at work either. Interesting similarity.
-Brodie
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I forgot about Matthew Scarpino's Skel Module - see page 278 in "Automatic Sketchup" - so I am having a go with that.
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@chrisglasier said:
I forgot about Matthew Scarpino's Skel Module - see page 278 in "Automatic Sketchup" - so I am having a go with that.
Well I have made a little progress and Matt has said he will help to get to where I want. In the meantime I thought some members might like to have a play, perhaps make a dialog to specify the keyframes ... "see if you can get it to cross its legs" kind of thing or more ambitiously with movable fingers and hands demonstrate how to bowl a googly. Note: each 'bone' has two parts one of which is named 'joint'. It can be any size, visible or not, as the origin of rotation is its bounds.center. The animated series of rather jerky screenshots indicates what it does right now.
I used Jim's webconsole to test it and have included it in the zip file. Extract into plugins folder open Quin.skp and webconsole and then load mann2.rb. After each test you need to File > Revert. Do not save the file as currently the parts lose their names.
The mannequin is from the warehouse, made by Arqdirk, with some realignment and componentisation. My code is an adaptation of Matt's tutorial - see quote - corrected by Jim but still in need of rationalisation and optimisation.
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All ruby plug-in in progress
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Now basic plugin
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