Showing posts with label rigging. Show all posts
Showing posts with label rigging. Show all posts

Thursday, September 9, 2010

Rendertests engaged...

Prepare to be marginally amazed:


Shot 32 rendertest.

Whatcha think?

This render took about an hour and a half for 130 frames, split into:
1 background beauty pass
1 background amb occlusion pass
1 sky texture a la Brad
130 character beauty pass frames
130 character amb occlusion frames

There's 1 directional light for key (colour white, intensity 1,) fill (80% grey,) rim, shadows (raytraced, 1 degree, 5 depth)... and 1 omni for a little face detail (0.2 intensity, specular on, shadows off).

I don't have any clever naming conventions or path structures yet, but in theory this is gonna work quickly and painlessly. Comp'd in Shake with a bit of blur and distance fog.

W00t!

ALSO!!
Watching this at the proper framerate, I realise this particular animation sucks some serious testicles. I'll be redoing a lot of animation and religiously playblasting - just to get it absolutely perfect.

And Neil, check out his wrist. We'll need to repaint those weights a little, I know Orange has something with his finger too...

Monday, September 6, 2010

Freakin' out


This smile is the widest I can make with blue's current controls. Can we add a 'big grin' or something so he doesn't look so freaky?

Also: a picture of some procedural animation gone awesome.

Thursday, August 19, 2010

I vant to suuck your blooood...


Heh, Blue's shoulders were fixed so that they zero back properly. Though that means that we'll have a few shots like this!

MY BACK!!



AAAAARRRGH I'm sadistic.

Friday, August 13, 2010

OMFG Aliens!


Ah, lol...

If rabbits could fly...


Experimenting with some clever distortion and stretching techniques, should we decide to make the animation even wackier. Then I got carried away with photoshop.


Yeah, that was too much fun...

Sunday, August 8, 2010

Flex fail

Yep, well, I'd look kinda worried if this happened to me too...



This has occurred because somebody has removed (not unloaded... removed,) the shotgun reference from the Blue+shoutgun.mb file. Which is very not cool. More than that, the reference has been removed AND THE FILE HAS BEEN SAVED OVER.

VERY NOT COOL. This means that we have to re-reference the gun back in, which will make it seem to maya as a new object. So any work we've done with blue in the pre-vis shots with his gun has to be completely redone.

DO NOT work from v00 with anything, and ALWAYS keep a backup of the file before you save over a changed version. In this example, start work from blue_model_v106.mb, then save v107. When you're done making changes, save as v00 and test it. If it doesn't work, we just re-open v106 and save over v00 again...

...and while we're at it, don't work over the top of referenced objects. It just doesn't work.

Thursday, July 22, 2010

Thursday, June 24, 2010

Legging it

Leggy run cycle



Modeled, rigged, textured and animated in 2 days. Given, it still needs to be tweaked and fixed, but not a bad effort I thought.

Yes, there are still some dodgy paint weights. Yes, there's a seam along the inside of his pants. Work in progress...

Tuesday, June 22, 2010

It's not supposed to make that noise...


I've done some fixing of the orange rig. You don't realise how broken something may or may not be until you start using it. Good thing I did too, I didn't want to come across these problems later down the track...

So Orange is fixed, and I did an animation from the 11 second club with him today. From the new Dr. Who methinks...

Whatcha think?

Watch it on Vimeo here!

Sunday, June 20, 2010

Modelling to be done

We're a little behind on this modelling thing so far. We need props. This is just a list of the first things that come to my mind. Feel free to add or edit! We only really need one of each of these props. They will be so dispersed across the landscape, we can just duplicate and spin them around.

Each prop must be a stand alone object. Character props will need locators for constraining for animation.

Environment:
-Rocks
-Broken fences
-Tree stumps
-Barbed wire
-Half brick wall
-Corpsified hand

Animated:
-Bouncing helmet
-Closed wallet
-Open wallet
-Dynamic wallet
-Photo (texture & rig)
-Guns (need to be textured and finished)
-Legs (Yikes! Totally forgot about these!)

All the above needs to be modelled, textured and rigged asap! I'll be starting with the legs today.

Thursday, June 17, 2010

Rig-a-Rabbit

Orange is fully rigged and raring to go! And not a day too soon.

-Full IK/FK blending on the arms
-IK feet with world space position locking constraint
-Adjustable stretch length on all limbs
-Reverse spline IK for the back, turns sympathetically with the head.
-Facial controllers for 53 blend shapes plus tongue, teeth and eyebrow deformers
-Non-spherical eyes that maintain their shape
-Smoothing presets
-Reverse foot bone structure for foot rolling and pivots.
-IK target driven thumbs. Should work easier than ye old FK...
-Ear controllers for flipping, flopping and twisting.

...ooh, and his controllers are colour coded!



Thursday, June 3, 2010

RE-Blended

SO! Here's the fixed re-modelled, re-UV'd, re-blended Orange and his 53 cousins. Ho-ly shit.

Monday, May 31, 2010

Blendshapes Ahoy!


Allow me to introduce to you Orange, and his 39 blendshape cousins. Haven't done the tongue yet... but... SHUT UP!

Now to gui...

Sad widdle wabbit


Dawww... Unhappy wabbit... Note the new eyebrows. Not rigged yet. Texture needs to be improved upon this, some surface details and eyes for example.

Sunday, May 30, 2010

Angry Rabbit

This is Orange.
He will fuck your shit up.
That is all.


Just some blendshapes tweaking. It's fun :D