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...
Showing posts with label rigging. Show all posts
Showing posts with label rigging. Show all posts
Thursday, September 9, 2010
Rendertests engaged...
Tags:
animation,
blue,
compositing,
environment,
experiment,
render,
rigging,
sfx
Monday, September 6, 2010
Freakin' out
Thursday, August 19, 2010
I vant to suuck your blooood...
Friday, August 13, 2010
If rabbits could fly...
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.

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, July 1, 2010
Thursday, June 24, 2010
Legging it
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?
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.
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!

-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
Tuesday, June 1, 2010
Monday, May 31, 2010
Blendshapes Ahoy!
Sad widdle wabbit
Sunday, May 30, 2010
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