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Kristiantheconqueror
I am a digital demigod.
United States
Current Residence: Terra, Gaia, Earth, pick one of the above...
Interests
It's been a VERY long time since I last updated my journal... just under one year exactly.  Oh, how time flies when you're having fun... At any rate, a thing or two I wanted to mention.  

1. In light of the fact that I generally consider Deviant Art to be a place for finalized pieces instead of continual works in progress, I am going to stop posting WIPs here, and instead will post them to my flickr account at www.flickr.com/photos/46320390… which I've been doing for some time anyways because a lot of my friends who I consult for advice on my work don't support file transfers on which ever chat client they're using.  So, ja, that's that...

2. ...I forgot what I wanted to write for numbers two and three, but I can assure you it was very interesting and somewhat important...

Well, that's all for now folks.  Until next year....
  • Listening to: Techno Mixes
  • Reading: The Huffington Post
  • Watching: Rachel Maddow
  • Playing: Mass Effect 2
  • Eating: Oatmeal
  • Drinking: Coffee

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:iconarborlarry:
arborlarry Featured By Owner Nov 4, 2011
Love your art and politics!
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:iconauthoressliz:
AuthoressLiz Featured By Owner Jun 29, 2011
Loser
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:iconkristiantheconqueror:
pffft
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:iconkaikumach:
Kaikumach Featured By Owner May 22, 2010  Student Digital Artist
Hey do you happen to know how well Blender handles character rigging?
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:iconkristiantheconqueror:
Simpler answer: it's a little complicated and takes practice, but it is very versatile. If you want, we could meet up some time at a coffee shop, and I could show you what I know.
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:iconkristiantheconqueror:
First, you create an armature system, then you make sure to name all the bones. Then, create a bunch of vertex groups that have names corresponding to the bone that will control them, then assign the verticies that are going to be controlled to their vertex group, and then assign the armature to the mesh using the modifiers menu in the mesh, and make sure to select the vertex groups button.

As a practical example, you create an armature named "Man Armature" and the bone on that armature that you want to control the left foot you name "Left Foot" and on the mesh you create a vertex group named "Left Foot" and you select all the vertexes in the left foot of the mesh and assign them to the vertex group "Left Foot." Then you go to modifiers and select the modifier option "armature" from the drop-down menu and type "Man Armature into the armature name field and select the vertex group deform button.
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:iconkaikumach:
Kaikumach Featured By Owner May 22, 2010  Student Digital Artist
I'm familiar with the armature. I'm wondering how the constraints fair.
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:iconkristiantheconqueror:
The constraints actually work fairly well, you can assign constraints on the degrees of rotation of each individual bone in pose mode from the editing tab (F9) with the bone selected. I haven't played around with this feature too much yet, so I can't tell you much more than that.
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:iconkaikumach:
Kaikumach Featured By Owner May 7, 2010  Student Digital Artist
Hey Kristian! It's me Kevin, fine work!
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:iconkristiantheconqueror:
Kristiantheconqueror Featured By Owner May 7, 2010
Heya Kevin! You planning on posting stuff to deviantart?
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