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Metallis
Trying to make fun/cool cartoonz for the webz.
Currently working on a series, titled "PROJECT I" atm. See my recent posts and videos for its development progress :>

Male

Animator, primarily

Joined on 11/3/16

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Metallis's News

Posted by Metallis - September 13th, 2023


Just working away on the animation for that animatic i made

While I was working on the tests, i listed some problems i found with the character that I needed to fix moving forward

Y'all probably won't understand any of this but I'd thought i'd share my notes here anyway lmao


THE NOTES:


/attach ass master peg to IK bodymaster (1 peg lower) [it's not what it sounds like O_o]

/add rotation trans limit to neck shadow (when head rotates)

/add controllers to mouth side cutters (those cheeck ones)

/add controllers to mouth cutter (headShape_cutlayer1) + deformer?

/add controller + deformer to body shadow cutter (also set peg location)

/IK shoulders need their own peg

/add empty drawing layers for hand and feet shadows

/^add controllers

/mouth shape s_dd_2 no lower lip (its on upper lip layer)

/fix mouth teeth holes

/dupe feet drawing nodes to IK ones (missing toeless deformed layers)

/something is wrong with the knee deformers on the IK legs

/give knee deformers 4 POINTS not 3

/when character is flipped, ik foot #2 goes off in some direction > its because leg 2 ik foot 2PC isnt connected to top peg (fixed arms too)

>>> EX_CT1_IS_AF2 seems to be broken (duped forearm image switch shadow)-- check other shadows [causing syntax error in code then fixing code fixes the problem]

/add nose shadow

/shorten the overlay lines on the forearms

/add dif constr switch to all of the other mouth animation parts

/rename DIR_CTL or whatever its called (other chars gotta have it too)

/?Less blur on the highlights

/lower teeth needs seperate layer for centre line

/TH shape needs rework (doesnt look good at side/quarter view)

/nose holes have multiple deformers for some reason

/change colour of head top 2PC controller

/change colour of head highlight mask controller

/add weighted deform to head highlight cutter + make it 8 points!

/add +3 empty "extra mouths" that can be added to manually

/add deformer for upper lip

/leg FK shadows pegs locations havent been set

/add deformers to ass shadows

/leg shadows have to cut into knee as well

/?FK arm (+leg?) highlights need deformer (or connect to arm deformers?)

/check leg and arm IK dupes for unconnected nodes (mainly the TLs)


/highlights + shadows put forearm and arm on seperate IS

/rig tpl does not import the SUM expressions: create new object and attach the SUMs to it, then they will import

/add kinematic output for ik shade deformers (shade following arm and then manual edit problem) [I JUST DELETED THE IK DEFORMERS]

/feet (+ hand?) shapes need to lose the round kink at their connection point (or add new kinkless shapes)

? feet need different toe angles (think of feet positions in walk cycles)


/have body shadow cut into shoulders

/add seperate deformers for dif eye shapes

/peg nose + eyes together? and maybe face


/add shadows for legs where they connect to body

/adjust light setup according to file "Proj_i_ch_T1_test2"

/put light layer a few z forward

/RENAME DUPES


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Posted by Metallis - September 6th, 2023


iu_1070265_6102729.jpgiu_1070266_6102729.jpgiu_1070267_6102729.jpgiu_1070268_6102729.jpgiu_1070269_6102729.jpg


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Posted by Metallis - August 21st, 2023


Got the rotation working for the dude! (ass included)


Animation test is next :>iu_1057240_6102729.gif


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Posted by Metallis - August 19th, 2023


Thanks to everyone who and gave feedback on the eye problem!


It seems opinions were very evenly divided between the square and triangle eyes-- thus I have decided to stick with the triangle eyes for now, but to give him the more normie-ish look I was going for, I put a line between his eyes to give like a visual hint of glasses, which might work


Let me know what you think of that idea!


Speaking of that, here is a gif of the progress on the character :D

(The line between the eyes can be scene in the last vers)


Almost done this dude! I'll show off what I can do with him in animation soon :>


Thanks! Enjoy your day folkz


iu_1055378_6102729.gif


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Posted by Metallis - August 15th, 2023


For that green character i've been working on, which eye shape do you think would work better?

I was thinking squarish to better fit into the "normie" design concept but i'm not sure.


Vote here!

https://www.youtube.com/post/UgkxyhWwc5z7zeA6avN5gNtu2Hc4-vtyUpHN


iu_1051994_6102729.webpiu_1051995_6102729.jpgiu_1051996_6102729.jpg


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Posted by Metallis - August 14th, 2023


I am still working away at the character, progress is painfully slow due to my time constraints. it's going to take a bit longer than i initially expected, but I'm optimistic for having something ready for this coming weekend. I may show something before then! He's looking cool so far with the lighting effects :>


In the meantime, I was thinking of this new eye shape for that character (see image). This dude is supposed to have a few "normie" qualities to him, so I thought giving him more squarish eyes that resemble glasses might fit that idea (like a nerd emoji).


What do you think though!? Triangle eyes or Square? let me know in the comments, i'd love some thoughts and feedback :>

I'll likely make a vote poll for it tomorrow or whenever but comments here will also be counted towards my decision :>


Thanks for reading and being here guys! talk to you all soon

iu_1051017_6102729.webp


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Posted by Metallis - August 9th, 2023


Hello frens!

I am still hard at work at creating the first character, I got yall a lil preview here

He's missing his other limbs right now because i'm rigging up 1 leg and 1 arm first then i'm just going to duplicate them and put them on the other side of his body lololoeloeleoleelelelele


This is going to take me a lil bit, I'm hoping to have it done in about a week from now, so know to hear from me then.

...And then i got to rig up 2 MORE AAAAAAAAA


Anyway I'll probably do a quick test video after I finish making it hehehehe


talk you soon, and enjoy yourselves :>


If this GIF doesn't load go here ---> https://www.youtube.com/post/UgkxRJeABJBGo5nwgbLrWgCaV8bImoEr7HEn


ALSO make sure to check out my latest lighting test video!

DO IT YOU GREEN PEA

iu_1046700_6102729.gif


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Posted by Metallis - August 5th, 2023


EUREKA


By looking at the guide I made on the previous post I realized that:


If the SUM of the ARM and FOREARM angles are 0, then the lighting is EVEN

If the SUM of the ARM and FOREARM angles are -90/90, then the lighting is BRIGHT

If the SUM of the ARM and FOREARM angles are -180/180, then the lighting is EVEN

If the SUM of the ARM and FOREARM angles are -270/270, then the lighting is DARK


I have used this information to help me code the auto-lighting, and I GOT IT TO WORK YEEAAHHH BOOOIIII


MATH FTW


This is why you stay in school kids. So you can code auto lighting in an animation software then complain/boast about it on the internet


LOOK AT ME NOW CHARLES BOLES


New lighting test video soon :>


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Posted by Metallis - August 3rd, 2023


PROJECT I - auto lighting and ANXIETY


Link to the gifs and stuff here:

https://www.youtube.com/post/UgkxbNWg-X8SlT5_RTiu7G3uVghzRCvrLE7g


bruh


I've been trying out some idea I had to setup the auto lighting in Toon Boom, and it was working well until I realized that the forearm shadow needs to be controlled by both the elbow joint AND the shoulder joint and i was like fUCc


As you can see in the first gif, I was happy with my setup for the upper arm. I tried the same thing for the lower arm then the horror i mentioned above entered my mind. Then i shit my gamer ass and tried to link them and it worked a little but not well at all and I kept tweaking it then I realized it was too complicated and then I got anXIOUS REEEEE || but anyway that's all in the 2nd gif


It's safe to say that I'm having some difficulty. Well, it's only safe to say if you're not near me.


3rd pic is a rundown of what I need to accomplish + the angles (according to the software) that each of the limbs are at in different positions PLUS what the light NEEDS to look like at those positions. I'm not sure what I can do but I'm hoping this guide will help me figure out some kinda math or some shi to help me code this shi. YES some coding is involved in this O_O Tips would be appreciated


I'll see what I can do. If I can't figure it out, maybe I'll just give up and upload a video of me crying for 10 hours.


No promises though, don't get excited.


I'll keep yall updated, wish me luck ._.


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Posted by Metallis - July 30th, 2023


PROJECT I - just another lighting sketch, this time to see how light will affect the character, affect the character in the environment, whether the colours are good or not etc

I think I got the colouring on the wooden surface in the previous painting wrong-- blue light on a brownish wooden surface would produce this GREENISH-MINTISH colour you see here. I actually reached out to a light expert to teach me some things... Understanding how coloured light affects coloured surfaces will be important for what I'm trying to accomplish.


Moving forward, I will be building the character for animation + do a lighting tech demo/test. That will be a video! And will be soon!

Seeya then :>iu_1036756_6102729.webp


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