hawks2c1_0180.jpg (14013 bytes)

The Horse

horse_wire_small.jpg (12172 bytes) Well, the model is not as complex as the Knight one, but for sure was much harder to animate. Walking, running, standing on the rear legs, shaking his head and moving his tail all the time makes this character pretty nightmarish.
I admit it. I didn't model the horse body. It's a commercial model. It did need some rework, since as a single mesh it wasn' animatable as I wanted it to be.

I detached legs and tail, and reconstructed all the broken parts so that the intersection between the meshes was almost acceptable. A good dose of armour pieces cover all those "defective" parts.

As for the knight, the number of faces is pretty high, around 65000. The number of objects is only 90, while the animatable controls are 38 (four based on expressions).

The materials are only 12. This is because the horse armour is much more simple than the knight one. The only place where there is a good number of details is the face piece.

Curved surfaces are all patches. The reins are controlled by dummy objects keyframed to simulate inertia and weight. When the knight is riding, two dummies follow the hand movement. horsewire02_small.jpg (8539 bytes)
You can find some info about the problems encountered while animating this thing in the animation tech  page.

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