Make Marbel Texture..
Make variable colored grid..
Neon Text..
The micro bevel..
Rusted Type..
3D Text/Logo..
Techno-wave Effect..
Trendy Avatar..
Simple background..
Digital Effect..
Polar Coordinates..
Water drops..
LCD Screens..
Steel Type..
Pixelated Text..
Smooth Edges..
Vectorizing Photos..
Luminous Essence..
Transparency..
Digital Smoke..
Game cube logo..
Gradient Grids..
Sparkles..
Driping Slime..
Borders..
Cartoon Clouds..
Organic Tech..
Aqua Balls..
Kerning and Tracking text..
Getting rid of overlap..
Weaving a ribbon through text..
Blend layers w/ opacity mask..
Brilliant Color..
Create 3D Cylinder..
Creating Artistic Brushes..
Fine Lines Design..
Transition b/w two objects..
Distortion Effect..
Soft Proof your colors..
Knotworking..
Creating views..
Transforming shapes..
Creating Image map..
Optimizing web graphics..
Using Slice tool..
Creating web button..
Animation of scaling..
Ripple Animation..
Colors changes to animation..
Neon light animation..
Creating a Navigation bar..
Animated Imagemap Button..
Preloader with FlashMX..
Sound Control..
Steel Flash..
Using masks..
Loading an external movie..
Flash light effect..
Flash game techniques (P-1)..
Flash game techniques (P-2)..
Flash game techniques (P-3)..
Flash game techniques (P-4)..
Flash game techniques (P-5)..
Dropdown menu for FlashMX..
Zoom blur effect..
Dessolving words ..
Spotlight masking..
Passing variable to Flash..
Clear Text..
Create Time in Flash..
Change colors of movieclip..
Creating sites using CSS ..
Dreamweaver 4 Flash buttons..
Defining a site..
Dreamweaver Form tips..
Dreamweaver interface..
Creating nested tables..
Rollover form buttons..
Graphics Editing w/ DW & FW..
Inserting FW HTML into DW..
Working with templates..
Quick shapes in freehand..
Making a 3D pie-chart..
Exporting GIFs from Freehand..
Creating 3D Soccer Ball..
Creating Perspective shadows..
Chrome effect in Freehand..
Creating Hollow Envelopes..
Building Buttons..
Drawing a heart symbol..
3D Ball ..
Bouncing ball..
Automating Fireworks..
Text writing animation..
Fireworks 4 Popup menus..
Creating Gel Text..
Outline tool overview..
Cracked text..
Page curl ..
Contoured Text ..
Drop Shadows ..
Creating complex shapes..
Creating volumetric clouds..
Water/Fire/Smoke Effect ..
The Power of Radial array..
Modelling an Eye..
Welding vertices..
Animating a ball..
Realistic Texturing..
Polygon basics..
Lathe Tutorial ..
Emit geometry from a point emitter..
Creating a missile trail..
Animating a flying baloon..
Introduction to Expressions..
Making MEL Procedures..
Introduction to MEL Scripting..
Modeling a mechanical hand..
Build a spiral staircase..
Building leg skeletons..
Modeling a head..
Texturing the head..

How to make water ripple..
Create Ghost shader..
Using two bone IK Solver..
Using multi-texturing..

Modeling the hand

This will cover modeling the hand, starting with a polyCylander.

Create a 12 sided cylander and rotate 90 dgrees on Z axis. Select three faces and extrude them. Flatten and move them as shown in the .gif below until you have a cool design. Scale the front smaller so that it will look like it fits into the next finger. Extrude flanges on top for the 'cables' to go through later, and parent a cylander to the top as shown. Duplicate the finger and cable and move it forward.

I made another cylander and rotated it 90 degrees on the Z axis as well for the wrist. The rest was done with scaling the points and using the SoftenHarden edges tool . I extruded a cube to make the connecting tendons and the thumb root. See Below.

After I was happy with one set of fingers I grouped them and copied them around to make the hand and the thumb. Parent all the parts together now, and add a torus for the cables to go into (see fig 3.)


Figure A. Rough Construction Process.


Figure B. Completed basic model.


Figure C. Note the half torus with black shader to simulate a hole.

It would be wise to texture the first finger and rod BEFORE duplicating it over and over, as it will be much harder later and very repetitious. Also, delete the history on the hand when you have placed all the fingers where you want them are are done with altering them. Do NOT delete the history after the next step.

Setting up the Cables

This will cover setting up the rods over the knuckles, and linking them to setDriven keys. This will help create the 'illusion' that the rods or cables are "controlling" the fingers.

Create a nurbs torus with 4 spans and 4 sections. Pick the index finger and turn on diplay Handles. This will show you the center of the finger. Then use point snap to center the torus on the index finger. That should be in the center of the extruded cylander, as below. Adjust the scale, radius, and height ratio until your torus looks like the one below. Get it close to the size and position of the other cable ends. If you need to tweek something to get it right, move the points on the end of the poly cylanders to make them look like they are all one continuous piece of cable. Rotate the torus around the finger until the startSweep sits right on the edge of the second knuckle, and then adjust the endSweep until it just touches the first knucke. (See figure D)


Figure D

Later we will use setDriven keys to animate the endSweep setting so that it stays on the first knuckle. You can duplicate this torus with downstream connections, and snap it to all the other fingers (15 in total). Tweek all the torus radius and minorSweep settings, and edit the poly "Cables" so that all the cables look connected, especially at the end points.


Figure E

At this point, I would parent everything together. Be sure NOT to delete the history on anything that the Torus' are linked to, as this will kill all the animatable parameters for later. Once you get it all linked, move all the torus' pivot points to the center of where they touch the knuckle. This will be used for later.


Move pivot from finger center to knuckle contact point.

Now you can move the hand to the arm and rotate it into position. I linked it to the forarm, which simulates a bend starting at the elbow, but whatever works for your model. I had an IKhandle linked to a polyCube which I will use to position the arm / hand, and to put the fingers controls on (See figure C below). If you are using forward rotation, make a cue that you can add some attributes to, disconnect it from the shading group(it won't render in hardware shading) and link it to the wrist.


Figure F

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