Robot vs Sentinel

Hey gang !

here’s the basic planning of the Shot that I am working for August , Once I start geeting better timing I will have to edit and re adjust the camera

I hope I can have a nice version for the end of the week or next week

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I start shaping this piece of wood ! Sharing some WIP

I am loving the tentacles set up ! So fast ! … interactive and very easy to pose. !

I start adjusting timing and camera on the fly !

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Looking cool!

I wonder what it would look like without pin constraints. :blush: That is, without gravity, animating the tentacles using nothing but the default Local space, and try to have him push himself off of the space station and towards the mecha. The mecha has got thrusters and things to navigate weightlessness, but the tentacle bot doesn’t seem to have that.

You could use an Attach Constraint between main body and claws to gain similar control, whilst still allowing it to move about freely and realistically in space.

tentacle1.zip (20.6 KB)

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More WIP…

Animating 9 tentacles… takes time even with Ragdoll… but still is way funnier and faster !

  • New pass… adding more attitude and intention to the tentacles.
  • Worked out the throw and crash of the Robot.
  • Still lots of improvements to do !

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baby Sentinel Steps !!!

Finally I was able to use Locomotion with the Sentinel,
this is the first pass… I will have to adjust and add some low stiffness to the small arms …

This is coming in the right direction!

I have to re-direction the walk to work better with the camera.

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Just did a new pass , for the Landing and walking toward the Robot.

This is shaping out nicely!

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Get em!! those tentacles are feeling really nice!

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Goshhh!!!.. running out of time, let see how far I can do in the next two nights !!!

New WIP to complete the action.

I think now is when I would spend more time stagging and timing out all the actions.

@Jason @marcus . One question… For those limbs that I am trying to detach , what’s the best way to make them “dinamic” and not to try to come back to the body? maybe adding an auxiliary marker ?
I’ve seen how Jason, break things on the fly.

right now, the markers if Soft, I am lowering down the stiffness to 0.001 and leaving the damping on 0.1

So far! happy with the RIG… working pretty cool! I don’t want to animate tentacles without ragdoll any mover/ ever !

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Looook at those tentacles!!! As for pulling body parts off I take the translation stiffness to 0 and pose stiffness to 0 too so it’s no longer being driven by translate or rotate- this will cause the arm to be free to simulate on the ground.

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Last stretch!

I did try the arm detaches and worked ! Thank you Jason… BUT… for my surprise, the model is one mesh and is not prepared to be detached. :disguised_face:

Here is one Playblast of the ragdoll and one playblast with the models baked.

I will try to find some time to add some quick details and improve grabs… if not… that will be my last submission

I had a be of a rough time baking the Robot, as for some reason the COG was not picking the proper keyframes, I end up using on marker to extract the animation of the hip and plug that to the COG and bake it for presentation.

Cheers…!!! I would like to have a better version with those clamps grabbing better and doing an additional Ragdoll pass… but 390 frames is getting longer and longer…!

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