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Ice Queen (Terraria)
   
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Universe: Original IP
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Models: Creature
Tagi: SFM
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5.235 MB
20 grudnia 2016 o 12:44
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Ice Queen (Terraria)

W 1 kolekcji stworzonej przez Astute
Terraria 3D Content
Przedmioty: 24
Opis
"The Ice Queen cometh."


The Ice Queen, the frosty monarch that finalizes the onslaught of the Frost Moon. She glides about the battlefield on her icey wings, throwing waves of pure cold energy and sharpened icicle shrapnel. Her form is largely mysterious, and her origin unknown. Why she reigns over the Frost Moon and its minions is anyone's guess.

It's been a slow month, and most of my time went solely into this model. There were a lot of technical challenges here, primarily in the arms and back. Up until now, despite literal years of experimentation, the best arm I could make was about as functional as two pieces of bacon nailed together. I was unsure if I would be able to pull this model off, largely because I figured her arms would end up being garbage.

But... as if by miraculous chance, I had an epiphany. With that, I solved the issues with all of my arm/body test rigs. Ice Queen's arms turned out really nice and smooth, and suprisingly flexible. I even worked in some extra bones in hopes I could get VRD support working, but I decided to pack it up and submit now while there is still time before Christmas.

Concept-wise, I tried to stay as close to the sprite as per usual. Despite how detailed she is in sprite form, it left a lot of gaps I had to fill when transitioning to 3D. There are a handful of places on the model where I had to simply invent something new to go there. Example: the back of her head, her wings, and the interior of her waist bucket.

Her skin and ice effect turned out really nice. I wanted to avoid doing a bare blue skin like the sprite, as I was afraid she'd turn out looking like some kind of blue elf sculpture. The effect is surpisingly simple, it's just a basemap alphamask that's textured with snowflakes.

She's not without flaws. Her wings suck. Managing a full bat-wing on a biped model is a pain, both in model form and in rig script. I probably could have done more for the flexibility of the wings, but it was getting a bit complex. I might improve this part on the next pass. The waist bucket is also pretty dumb looking, but I resisted the urge to chop it off and replace it with legs or bat talons. I'm not going to do another Twins, I swear!

One last thing. It was pointed out to me several times that Ice Queen doesn't "feel" like a Christmas boss. After breaking her down and analysing her, I found her features to be very odd for a ice-themed boss. Bat wings, a pumpkin-like face on a waist "cauldron", spinning icicles(which look somewhat like flames) at the base, and branch-like horns, similar to Splinterling and Mourning Wood. It almost feels like she had originally been designed as a Halloween boss, but was scrapped before she was finalized. I wonder if that was the case, as there seems to be enough evidence to support this.


Notes


-Each arm has a set of corrector bones(bicep, ulna, and shoulder). These are holdovers from when I was trying to implement VRD. Bicep and ulna are largely useless, but shoulder can still be used to tweak her upper arm.

-She has some very primitive facial flexes. I finally figured out how to use the DMX HWM scripts, so I had a bit of fun implementing some basic expressions. She can flex her eyebrows, nostrils, and squint/open her eyes.

-Her wings are a bit buggy. I made several passes at it to reduce clipping and improve flexibility, but it still tears up near the shoulder area when doing complex arm movements.

-Her "ice tails" on the bottom can be spun to simulate the same effect found on her sprite.

-Because the wings are buggy, I've setup a bodygroup so you can turn them off if you don't like them.

-Each wing has 4 helper bones. When correcting the wings, start by tweaking the elbow wing bone first, and then rotating the other bones to match.

-Her crown is bodygrouped, and can be turned off. Her crown is also a separate model, in case you wanted to use it for something else. She contains a hat_bone attachment for binding the crown back onto her head.

-A rig script will be provided to help manage her rig.

-As it turns out, I screwed up with Pumpking's scale. After rescaling Ice Queen to match up with the player character, I realized she was actually more the size of a "mini-boss" rather than a full size one. Pumpking is huge by comparison. I'll have to go back and correct this in Pumpking when I get the chance.

-Before I forget, there is an issue with the facial flexes. For some reason, the left/right channel bleeds into the other side. Despite what I've been able to do with the HWM scripts, I can't for the life of me figure out what causes this behavior. You can replicate it by sliding the L/R slider to one side when facial flexing. You'll see some bleed over on the other side. If anyone knows how to fix something like this, please contact me. I'd greatly appreciate it.



The original concept and design of "Ice Queen" is the intellectual property of "Re-Logic".


Includes:
terr\models\bosses\boss_ice_queen.mdl
terr\models\props\prp_ice_queen_crown.mdl
terr\models\props\prp_ice_spike.mdl


Links




Komentarzy: 17
Astute  [autor] 23 sierpnia 2018 o 11:27 
From my understanding, IK can theoretically function with as many bones as you want. However, once you exceed 2 bones(not including your target and pole), the IK operation begins to break down.

Keep in mind, I haven't touched SFM in ages, so someone with more knowledge could prove me wrong on this. However, for SFM, the ArmLeg operation seems to only support an upper and lower arm, with a hand bone as the target and an elbow handle as the pole.

3 bones max, including the "hand", which would be the tip of your tail. You can test this by loading up Blender and applying an IK Solver to your tail. Set the tip of your tail to your target, and add a bone below the tail as your pole.
Xabin Doyarchu 23 sierpnia 2018 o 10:45 
How many bones for the tail would it take for an IK rig for it?
Astute  [autor] 22 sierpnia 2018 o 20:19 
If it were me, I would suggest using FindFirstDag to gather your tail bones. Create rig handles for each bone using CreateConstrainedHandle. Use ParentMaintainWorld to make sure those tail rig handles rotate relative to their parent bones. Finally, use rootGroup.CreateControlGroup to create a "tail" group, and use AddDagControlsToGroup to add all of your tail bones to that group.

I wouldn't advise IK for a tail, as you need a very specific number of bones, and a pole and target. Best just animate those by hand by selecting all bones and using local rotation(Forward Kinematics).

Oh, and don't forget to add your tail rig handles to the "allRigHandles" list. That one messes me up sometimes. Hopefully that's everything, I've not made a rig script in some time.
Xabin Doyarchu 22 sierpnia 2018 o 19:06 
Okay. I sent him the link to your IK rig. The ghost model in question does have a trail to the floor that has rigging part of the skeleton, so how do you suggest we tackle that? Just rig it up as a tail or something?
Astute  [autor] 22 sierpnia 2018 o 17:03 
You'll have to edit the default script(rig_biped_simple, or whatever it is called) that comes with SFM. In the default script, they look for the leg/toe/foot bones and link those up to IKs. Just edit those parts out, and it should compile. You can use my script and compare it to the default one to see the differences.
Xabin Doyarchu 22 sierpnia 2018 o 15:22 
How were you able to get the rig for this model when she has no legs? I'm asking for a friend (seriously), because he made a ghost character with no legs and he's confused how to get an IK rig on it without leg bones.
Nate Coughar 17 czerwca 2018 o 19:41 
@Jonah Lazer
yeah but only stuff regarding the upper body, she got no legs
Jonah Lazer 19 lipca 2017 o 19:48 
something lewd is gonna or has already been made with this.
HIMIK-MAN 4 czerwca 2017 o 7:44 
Pretty cool.
Zipper Kirbo 21 grudnia 2016 o 11:10 
The tree boss from the Frost Moon is called "Everscream."