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DreamNoms β€” Jigglypuff Walk Cycle

#blender #gif #jigglypuff #pokemon #walk #animationgif #walkingpokemon #walkingjigglypuff #animation #anime #cartoon #cute #cycle #freestyle #gifanimation #kirby #pokemonfanart #pummeluff #walkcycle #walking #jigglypufffanart
Published: 2020-02-27 14:04:58 +0000 UTC; Views: 4153; Favourites: 74; Downloads: 8
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Description Decided to make a Jigglypuff in Blender. It seemed fitting as Jigglpuff is my main in Smash Ultimate because she is an adorable cat-Kirby with floof. Just look at those eyes; they just scream cuteness. Not all that great at smash XD and usually get creamed online but I still have a lot of fun.

Also I wanted to practice animating a light-weight character. I think I got the look across of a floaty walk cycle but any critiques are welcome. The hair floof was a lot of fun to animate and turned out perfectly.

Well anyways hope you enjoy this walk cycle of Jigglypuff and just wondering who you main or enjoy playing as in Smash.



she never blinks...Β 
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Comments: 11

TheJudgeX [2020-03-02 20:23:02 +0000 UTC]

Ah, very cute! I see you are using cloth simulation for automatic momentum too! that was a good trick you ghave me there!

BTW, I have another blender question, if you have time.It's curve related.

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DreamNoms In reply to TheJudgeX [2020-03-05 21:21:17 +0000 UTC]

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TheJudgeX In reply to DreamNoms [2020-03-05 21:34:49 +0000 UTC]

Do you know a way to make either one of the two things:

A)Make a bollean with a curve

OrΒ 

B) Make a curve -turned-into-a-mesh being automatically updated by a bevel curve

Allow me to explain why. As you know, I use dynamic bollean for my model mouths. It's good, but limited in position, since these are manually drawn texture i made separatley.Therefore, i,d like to make a full 3D mouth for my models.

But, in anime-like character, even more so in sonic-like characters, the mouth can open just about anywhere ( side view, front view,etc).Therefore, I need a movable opening. The logical choice obviously is to use a dynamic bollean difference, as to ''carve'' an opening in the mouth.

It's easy to make actually, but to animate the mouth, I need to move the mesh into differents shapes ( smile, closed, happy smile, angry smiles,etc).Playing with shape keys on a mesh in suprisignly difficult to get the ''correct'' position. However, I discovered that it's much more easier to get a good mouth shape with a curve circle ( with fill caps). the logic is then to use said curve to bollean the mouth shape. problem: for some bizzare reason, Blender refuse to consider bollean for curve, even though they have faces and vertex, although never shown.

I had the idea of using an addon which ''update'' a mesh into a certain curve shape, but the update is manual only, so unless i manually click on the update button every single time, it get stuck.

So, any idea on how to get past these issues?

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DreamNoms In reply to TheJudgeX [2020-03-07 18:39:52 +0000 UTC]

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TheJudgeX In reply to DreamNoms [2020-03-08 18:28:57 +0000 UTC]

Well, thanks for the answer, but I have an annoucement to make:

I'm an idiot.

Sorry, I JUST realized there was an EASY workaround my problem. I can't do what I wanted, that is : make a mesh controlled by a curve. BUT, I CAN make a mesh controller by a curve RIG.

Allow me to explain.I create a curve circle subdivide it a few times (2-3) then rig the curve ( there an addon for that) . After that's done, I convert the curve into a mesh, fill the inner circle, then rig the new mesh with the old rig. It's already pre-positionned, so it work perfectly fine! Then, i just extrude the circle to give it depth ( but keeping vertex weight) and I simply use that as a dynamic boolean ( my favorite method, as you know) to cut a hole into whatever I want to be mouthed.

Then, The jaw object, I give it a solidify modifier BEFORE it boolean it, that way, it will become hollow ( meaning I'll have all the room I need for tongue and theets).I just need to give a shadeless inner mouth color to the inside, and presto: 3d mouth!

Works super fine, even with small smiles (freestyle is needed for them to show properly though). I can even add lips With a shrinkwrapped curve.

It's also given me the added bonus of being to automatically rig the tongue, with a Ik-Child-tracking constraint pack, so that it will move along the lower part of the mouth when the character talk.

I'm still undecided on how to do the theets, I have a few prototypes, but none are perfect.

I have to admit, your lattice method is quite intruiguing! I havent though of that ( the rig reminds me of one of the few rig-types I was experimenting with for my mouth rig). The concept isn't that different from mine, when I think of it.Although, I wonder, I your shape is already rigged, why hook it to a lattice? Just wondering.I rarely used lattice except for a linear solidifier ( once, and that didn't work out that well)

The problem with proportional editing is that it grabs everything around it, even parts you don't want.If you only want to move the lower part of the mouth for talking, it will also grab the upper lip. Of course, you could hide the upper part during that , but chances are that the connecting faces will move unpropotionally ( left and right extremities).And if want to make small adjustments, it's a pain sometimes.

Besides, I would be a pain to control hundred differents mouth poses by playing aorund shapekeyΒ  ( Shapekey 1 : Smile, Shapekey2: smile talkimg, Shapekey 3 , angry, Shapekey 4, angry talking, etcetcetc...) and changing from one smile type for another would be even worse.( Set multplies keys to zero while increasing other to 100% at the same time)

When I think of it, rigged shape should be for the better, just some bones to move around ( no glitch for now) and a few poses library.


Anyway, my problem is solved , but I'll be keeping in mind you lattice idea, It might probably come in handy, every now and then.Β 
Sorry to have bothered you with my problem.

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DreamNoms In reply to TheJudgeX [2020-03-09 03:20:37 +0000 UTC]

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DartZombie [2020-02-28 18:28:43 +0000 UTC]

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DreamNoms In reply to DartZombie [2020-03-21 21:52:21 +0000 UTC]

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DartZombie In reply to DreamNoms [2020-03-24 14:32:43 +0000 UTC]

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DreamNoms In reply to DartZombie [2020-03-24 14:40:09 +0000 UTC]

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cloudyssj10 [2020-02-28 02:57:25 +0000 UTC]

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