A complete high resolution T-800 endoskeleton model, rigged and ready for animation. Consists of 683117 faces in 867 objects. All pistons, elastic cables and rotating parts follow the rig nicely. At least most of the time ;)
I put a lot of work in this model (it took me more than a year) and I'm proud of it. It's my greatest creation, but still it's far from being perfect. At the beginning I had only a little idea about modelling and character animation, I was learning this stuff on the way. That's why the model has some strange solutions, developed by a newbie animator. I think the biggest drawback is that there can be only one T-800 model in the scene. The reason for this are badly written animation scripts. Maybe I'll fix it some day, or maybe someone else is going to do that... :)
The model is provided with a simple fatigued metal material. It's designed for scanline renderer, with performance being the top priority. Good for making animations, but for best visual effects use raytraced metal.
SIMPLE ANIMATION INSTRUCTIONS
This T-800 model was created with it's own rig. Animating like this was very time consuming and that's why I decided to attach a Character Studio biped skeleton. So this is how it ended up having 2 animation rigs ;)
There are 4 layers:
t800_biped with CS biped 骨骼绑定
t800_controllers with bones and helper objects that can be used to animate 控制器
t800_geometry with the t800 himself 基本模型
t800_hidden_helpers lots of helpers that aren't animated directly 辅助物体
For simple poses and movements, like walking, looking around, shooting etc. the biped and few helpers listed below are all that you need ($something[|01] means $something and $something01):
$Point_eyes_lookat to animate eyes
$Dummy_head_lookat to animate head
$Dummy_eyes_parent holds custom attributes to animate eye's pupils (illumination strength and pupil size)
$Jaw to animate jaw
$Dummy_hand_wrist[|01] to animate hands. Also hold custom attributes to animate fingers (ring and little fingers are linked together, but that's sufficient in most cases).
$Dummy_forearm[|01] to rotate forearm.
That's it, if you wish to keep it simple. You can get surprisingly good results with footstep animation and with .bip motion files you can find on the web (or other motion capture that works with CS).
ADVANCED ANIMATION INSTRUCTIONS
What to do when the above is not enough?
If the model doesn't follow biped like you'd expect it to, you might try tweaking IK chains for arms and legs ($Point_arm_IK_rotate[|01] and $Point_leg_rotate[|01]).
To move the neck use $Dummy_head_and_spine_control, to rotate the head in third axis (not managed by $Dummy_head_lookat) use $Point_kregoslup_control_UpNode.
Shoulders are animated automatically, to match arm movements and create more natural walk. $Dummy_arm_animate[|01] hold Shoulder_anim custom attribute to alter the effect's strength. If you want to animate shoulders yourself, use $Dummy_shoulder_parent[|01].
Elastic cables are animated with bones. Bones movements are limited, so that the cables won't clip with the torso. But when it does happen, you might want to tweak the position and/or orientation of special box objects that define areas that bones cannot leave - $Box_kabel_do_ramienia_limiter_new[|01] and $Box_kabel_do_ramienia_limiter2_new[|01]. You must unhide the t800_hidden_helpers layer to do that.
All pistons are animated using two LookAt constraints looking at each other. They shouldn't be a cause of any problems, but if you want to change something in the piston department, use helpers at end of each piston (helpers from t800_hidden_helpers layer).
There are also $Dummy_arm_animate[|01] and $Dummy_leg_anim[|01] helpers, if you wish to animate arms and legs without using biped.
This model is free. You can't sell it or distribute it without my approval. You can modify it and/or use it in any project you like (in fact, I encourage you to). And if you happen to do something worthy, please show me. Especially a movie.
There is no warranty of course and I don't guarantee anything. But if you have questions regarding this model, you're welcome to mail me, I'd be happy to help.