PlanetAlexander
Active Member
Heya RPF, been a while! I've become quite active on the 405th sister site and haven't been around here much lately.
Anyway, time for the real meat of the thread. Over the last year or so, I've been getting quite involved in puppetry and mechanics - I did a Little Shop of Horrors production, a full scale Halo: Combat Evolved Grunt puppet, and recently finished up an Enchanted Tiki Room drummer - my first animatronic. I want to keep expanding my mechanical skills to help bring my creature creations to life. So my current (well, one of many) project: a headcrab hand puppet from Half Life 2.
Earlier this year I sculpted the headcrab in ZBrush, as I attempted to learn the program to get some experience in a widely industry recognised project (as you will soon see, my forte is actually Blender, including the render below).
I will be using this model (and modifying it) to form the skin of the puppet.
The headcrab model was hollowed out, with room for my fingers in the limbs and two rings near the, um, mouth for my middle and ring fingers to hold on to.
What's great is, it's actually very easy to get the basics of puppeteering a headcrab with just your hands! Form a fist, then take the pinkie and pointer finger of both hands and stick them out (rock music makes this step easier). Stack one hand on top of and slightly in front of the other, and that's basically how a headcrab walks (though, the backlegs are dog-legged, as seen in the in game animations).
Recently, I started testing printing with flexible PLA to see if it could act as a replacement to having to mold and cast a latex/silicone skin. I chose flexible PLA over TPU as it's - somewhat - cheaper, easier to print, and can handle paints/sealants better. With my Bambu printer, it wasn't too much of a struggle to print, even managing to retain good detail on walls one perimeter thick (on a 0.4mm nozzle), except for overhangs.
This prototype headcrab was assembled in one whole piece, and coated in Leak Seal. Parts were joined together with glorious Shoe Goo. I digitally sculpted in grooves into the legs to help with bending the joints, like a bendy straw, so they don't splay out so much.
While I was surprised at the flexibility of flexible PLA, it certainly does have its limitations - unlike silicone or latex, it's not able to be compressed or stretched, hence why I had to sculpt those grooves in. It can also be a bit lound as parts snap back into shape, especially when the print is hollow.
But, with these limitations in mind, I am redesigning the headcrab to incorporate more technical capabilities, like articulated joints. That means that the creature will be broken up into sections, instead of being one, intact piece. Sure, it doesn't look as... er, "realistic", but the ability to pupeteer it more easily, and give it more expression, will definitely outweigh that con. Mechanics may be slightly exposed, like Barnaby Dixon's hand puppets, but that's part of the charm that I also adore (I'm the kind of guy who loves hearing the clicking of the animatronics at the Country Bear Jamboree).
As I write this, I've got one final piece printing for an articulated finger I am in a way "reverse engineering" that will allow me to hide some of the mechanisms underneath the finger, rather than on top.
Hoping to get this made in time for Brisbane Supanova in November, and now that I have a full time job... wish me luck!
Anyway, time for the real meat of the thread. Over the last year or so, I've been getting quite involved in puppetry and mechanics - I did a Little Shop of Horrors production, a full scale Halo: Combat Evolved Grunt puppet, and recently finished up an Enchanted Tiki Room drummer - my first animatronic. I want to keep expanding my mechanical skills to help bring my creature creations to life. So my current (well, one of many) project: a headcrab hand puppet from Half Life 2.
Earlier this year I sculpted the headcrab in ZBrush, as I attempted to learn the program to get some experience in a widely industry recognised project (as you will soon see, my forte is actually Blender, including the render below).
I will be using this model (and modifying it) to form the skin of the puppet.
The headcrab model was hollowed out, with room for my fingers in the limbs and two rings near the, um, mouth for my middle and ring fingers to hold on to.
What's great is, it's actually very easy to get the basics of puppeteering a headcrab with just your hands! Form a fist, then take the pinkie and pointer finger of both hands and stick them out (rock music makes this step easier). Stack one hand on top of and slightly in front of the other, and that's basically how a headcrab walks (though, the backlegs are dog-legged, as seen in the in game animations).
Recently, I started testing printing with flexible PLA to see if it could act as a replacement to having to mold and cast a latex/silicone skin. I chose flexible PLA over TPU as it's - somewhat - cheaper, easier to print, and can handle paints/sealants better. With my Bambu printer, it wasn't too much of a struggle to print, even managing to retain good detail on walls one perimeter thick (on a 0.4mm nozzle), except for overhangs.
This prototype headcrab was assembled in one whole piece, and coated in Leak Seal. Parts were joined together with glorious Shoe Goo. I digitally sculpted in grooves into the legs to help with bending the joints, like a bendy straw, so they don't splay out so much.
While I was surprised at the flexibility of flexible PLA, it certainly does have its limitations - unlike silicone or latex, it's not able to be compressed or stretched, hence why I had to sculpt those grooves in. It can also be a bit lound as parts snap back into shape, especially when the print is hollow.
But, with these limitations in mind, I am redesigning the headcrab to incorporate more technical capabilities, like articulated joints. That means that the creature will be broken up into sections, instead of being one, intact piece. Sure, it doesn't look as... er, "realistic", but the ability to pupeteer it more easily, and give it more expression, will definitely outweigh that con. Mechanics may be slightly exposed, like Barnaby Dixon's hand puppets, but that's part of the charm that I also adore (I'm the kind of guy who loves hearing the clicking of the animatronics at the Country Bear Jamboree).
As I write this, I've got one final piece printing for an articulated finger I am in a way "reverse engineering" that will allow me to hide some of the mechanisms underneath the finger, rather than on top.
Hoping to get this made in time for Brisbane Supanova in November, and now that I have a full time job... wish me luck!