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And there you go, the new bow I promised... a year ago. Yeah, I'm bad at handling deadlines.
But hey, finally I released something! I got off my lazy arse, then sat down again at the computer and composed a pretty neat preview.
The bow is based on a Hungarian/Mongolian recurve bow's replica. Not exactly the one I actually have (couldn't find the right textures), but it's close enough, and most importantly, it works properly. Instead of messing around with the weighting of the limbs, I used two dozen bones to bend them, 12 for each. The string is operated by two simple IK chains. Finally, I added a dummy bone for the arrow. You don't have to care, though - only the center and dummy bones are visible, everything else is operated by a single slider. There's an arrow hidden inside the string, it can be nocked using another morph.
I should also mention that I tried using actual physics to flex the limbs. I used the skirt plugin to create a bone/body/joint chain, then set the limits to zero and a high spring constant on the X rotation axis. Boy, if you've ever seen broken physics! The limbs flailed around like the neck of Goat Simulator's goat combined with a bad Japanese hentai's antagonist. After recovering from the initial shock, I promptly deleted all physics and dumped the idea of ever using spring constants again.
But hey, finally I released something! I got off my lazy arse, then sat down again at the computer and composed a pretty neat preview.
The bow is based on a Hungarian/Mongolian recurve bow's replica. Not exactly the one I actually have (couldn't find the right textures), but it's close enough, and most importantly, it works properly. Instead of messing around with the weighting of the limbs, I used two dozen bones to bend them, 12 for each. The string is operated by two simple IK chains. Finally, I added a dummy bone for the arrow. You don't have to care, though - only the center and dummy bones are visible, everything else is operated by a single slider. There's an arrow hidden inside the string, it can be nocked using another morph.
I should also mention that I tried using actual physics to flex the limbs. I used the skirt plugin to create a bone/body/joint chain, then set the limits to zero and a high spring constant on the X rotation axis. Boy, if you've ever seen broken physics! The limbs flailed around like the neck of Goat Simulator's goat combined with a bad Japanese hentai's antagonist. After recovering from the initial shock, I promptly deleted all physics and dumped the idea of ever using spring constants again.
Read the rules before you download: fav.me/d58nbu7
© 2015 - 2024 Wampa842
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