Thursday, 18 June 2009

fuzzy wuzzy was a bear. fuzzy wuzzy had no hair...conclude

before the longwinded twisted tales of my conclusion...some :) the title dan has created in maya based on my own font i doodled in my sketchbook.









Character Design/Concept


after i felt last terms designs had been somewhat flat...boring...totally without style, i can safely say this term, the design ROCKED. Im very happy i was able to come up with a frankly, disturbingly odd design for the likes of the depressive john, and a fairly odd look for the duo part of Benny...both i think compliment one another through their contrasting elements. The worry for me was...that you wouldn't believe they both existed in the same world, however the colour palette collated the two together within the world. The design....crazy, it pushed my modeling skills further and down a new route which im pleased with as it challenged me. The designs did come with some flaws when it came to animating, but i have no regrets from this experimentation as it just means i'll have to spend a little more time resolving any potential problems with my next project.


Modeling


My modeling skills have continued to improve over the course of this unit. Not only am I quicker (literally taking a quarter of the time it took last terms project AND i modeled near on 2 characters) but also I'm more confident at stepping out and creating something stylized. Im SO incredibly pleased that i was able to realize my designs from 2d into 3d without losing any of their unique qualities and was pleased with the feedback on the overall look of the piece with comments like "whatever that depressed cone thing is...i like it" or "whats with the suicidal clown" brilliant! i didn't have to say anything and yet the total premiss of the character was conveyed through the design....top bombing! Theres nothing more satisfying than that and knowing you pushed the boat out a bit.


Texturing


This has been my main achievement this term. Last term i did a wee amount of UV texturing...it wasn't very good but it did the job. This term, my goal was to understand more of the process, learn it and complete texturing for the project. Sultan's lecture was very very useful as it showed me where i had been going right with my methods, but also showed me key elements i needed to look out for/do during UV mapping that would make the job easier. I have to say a big thank you to everyone who helped me out, giving advise and their suggestions but Im also SO pleased that i was able to take away all this info and do it myself :) I've never textured anything properly before and now i can say i can texture a character, which means i'll be able to texture objects which frankly, are a lot simpler than characters. The amount of detail in these characters also made the texturing stage very intricate as the hand painted textures needed to be seamless so required a lot of editing in photoshop. Haha...lots of improvements there in terms of introductions to new tools. I'd say, UVing is a monotonous job...long and arduous process but hey I CAN DO IT, and its another skill I've got under my belt/i can tick off my list of goals.


Rigging/Blend Shapes/Painting Weights


my rigging has improved since the last unit. Although id had a few knocks from the last project, i was determined not to let them get the better of me and was thrilled that my research into why id exactly had those problems prevented mistakes this time round. Its strange animating with your own rigged character, and no matter how many tests you do for the geometry movement, you'll never really be sure just how successful it is until your into the actual animation stage. Its been great though, as its highlighted a couple of flaws which i need to address for future rigs, such as adding an extra palm joint for more control. The blend shapes were a great demonstration of experimentation and again, highlighted what would and wouldn't work with the characters. Although in my 2d designs, John's mouth was able to have extreme up and down movements, this was not possible with the 3d model as the textures became noticeably stretched. I also need to do thorough testing of multiple blends together as i did have to go back a couple of times and edit blends where a few vertices pinched together....again this was down to time. Painting weights I'm greatly improving on, and was able to complete this within a couple of days for both characters, again the more i practice this the better my skill will be. I spoke to both Dave and Alex Hulse about the problems concerning the rigs and think i know how to solve these over the summer so my characters will be easier to animate.


Animation


the biggest disappointment of the unit for me. I always wish to have more time on this area and although we scheduled between 1 and 2 weeks for this, it was down to a matter of a couple of days So why the error in timings? Well other units unfortunately took up a couple weeks of our time, although we knew of these deadlines, the contextual studies unit in particular hasn't been the best of deliveries so that took about a week out of the schedule. Rave on air - this was a fantastic opportunity for the animation course to show its talent and the day was very successful. However it has come with sacrifices as about another week of time was taken sorting out dvds, displays etc for the event. Dan was organizing this event from the start but he was let down by people who promised to share the responsibility. As such, he had to pick up the slack on the exhibition, and i in turn had to pick up the extra jobs for our project which set us back further. Neither of us had ever UV textured a character before so this job took longer than scheduled. This was also down to the intricacy of the textures that required editing for a professional standard, whereas it would have been done quicker had the textures been simple block colours. However i love the overall look of the characters so i wouldn't want to change that.


Frankly...as it stands...i have two completed characters that are ready to animate during my free time and whilst their rigs may require a little revising, their ready to go!


rendering


as far as rendering goes...it has been the biggest pain in the arse EVER! firstly down to our issues of timing...or lack of. Secondly there has been some big bad issues going on with the render farm. Dan and i sent off jobs to find they'd been repeatedly killed or that they took a minimum of 2 hours to actually start....then got killed. This was not due to a whole host of jobs on Vanguard either and it was only when we got the permissions changed from ICT we found out why. Currently Vanguard is set to kill any jobs where there are unassigned shaders...so any textures that are part of your files that arent assinged to objects will mean the job wont render. A frankly silly setup of the farm which Jared agreed and will hopefully be changed after the meeting coming up over it. The render farm was also shut down over the course of a day due to water leaking in the room and being deemed a health and safety issue. Our files were unnaccessable as they were on the Vanguard system so all we could do was try rendering the one file we had locally and leave it for the rest of the day....which frankly led a to a disappointing result as it was unfinished the next day. The renders that had got cancelled due to the shut down. Next morning we set off more renders which were repeatedly killed with no defined error message. After speaking to ICT it was identified that the maya command port was crashing and they had no idea why as much as us. We got Alex Hulse to check through our scene files and apart from splitting up the work a little more there was nothing else wrong with them so all we could do was wait.....and wait.....and wait. Finally the renders went through and it would have been a blessed joy if not for the following...


  • the carts wheel texture flickered on and off. The texture isnt keyed so theres no reason for this to be happening. This doesnt happen when its rendered locally ONLY when its done on the farm...but the time difference on both is a major difference.


  • john's shadows had some sort of Peter Pan effect going on (the shadow had a delay to the animation) Again theres no reason for this as the shadows arent rendered on a seperate layer.

  • the occlusion pass no longer lined up with the beauty pass so we had about double the scene

  • the occlusion on Benny didnt work even though he was part of the background occluison layer...there was an occlusion of him there BUT it didnt blacken out the inside of his mouth like it had done with the other renders

  • frames just not rendering on the farm so you have to delete and duplicate others to stand in there place...theres no reason for these frames failure and its at random which ones the farm decides to ignore.

  • when a bump was placed on the ice-cream cone texture, the scene file no longer rendered as maya mental ray encountered a fatal error....basically running out of memory, however when bump was removed it did render....pain!
  • ANNOYED....DISAPPOINTED...PULLING MY HAIR OUT

    In the end, we got there and im just pleased the projects fianlly finished. Its not what i expected it to be but it does demonstrate the idea and all the hard work we put into it. Over the summer i would like to return to this project and see it reach its full potential as i believe it will be a valuable contribution for my showreel.


    scheduling

    scheduling has been a process which i think is vital to person like myself. At the start of the term, i was determined i wanted go over the allocated times on tasks but in realituy its been a different matter. Its funny to see our initial scehdule predictions compared to the later versions with what really happened. The main changes in time happened with the UV texturing and the animation. As we hadnt done UV texturing before, it took longer than the predicted 3 days, and so the animation time suffered. As well as this, the schedule does NOT take into consideration ROA and contextual studies unit which took 2 weeks out of cva 205 time, a big hit to the work flow, especially since Dan was running the event. If we'd sorted out our resourse leveling earlier it might have helped, however i think we both knew that we were behind schedule and we worked as hard as we could to get back up to speed. A lot of things were sacrificed, the rigs were kept simple (possibly a blessing) and there were no facial controls, the animation was stripped and we had to change the story to compensate for the time we had left for animating. The schedule does not indicate the amount of test work myself and dan ran before we began certain tasks including the lighting and the rigs so we werent caught short later on, and any potential problems could eb easily rectified. I dont think our scheduling was the best by any means, but now im more confident with mms project, i intend to rigiourously schedule myself next term to limit these mistakes happening again.


    summer aims?
    concept - keep experimenting and designing those wacky characters
    modeling - work out how the heck to do proper eyelids without the painful struggle
    rigging - improving...general learning
    animation - the graph editor...stop relying on sooooo many dam keys and learn how to USE this helpful tool go back and re-animate john and benny and do this duo some dam justice!!!!
    texturing - keep going with it, experiment
    lighting - the whole shabang...well learning to light a simple set

    PRACTICE PRACTICE PRACTICE!!

    mission complete

    were done...were dusted!

    looking at this schedule...is a joke. Look at the balance (NOT) of production and post production. Truth is, production was so heavily stretched out, it cost us in post, which was time we needed for rendering. Yes we were given extra time for the rendering, its not soemthing im particualry proud of but with circumstances being the way they were: dan running ROA for animation, it wasnt as if it wasnt just, however even I started to think it was taking the biscuit after a while, BUT this was due to the farm...the painful....agonysing farm of DOOOOOOOOOOOOOOOOOOOOOOOOOM....not to be too dramatic. Its funny how many actually DONT use the farm, im not just speaking of 2nd years either, ive spoken to a few 3rd years who have had similar problems with the resource so have opted for local rendering

    YOU MUST BE JOKING

    no norman...im really not.

    What else went wrong? well, although we met our pre-production targets, perhaps we gave ourselves a little too long in this area, maybe because were comfortable with making pretty pictures and its a good excuse to get back to drawing. The UV texturing was a massive learning experience as neither of us had done it before but it took much MUCH longer than scheduled due to the complexity of the painted textures. The overall look of the piece was fantastic but it was like shooting ourselves in the foot really as the animation was POOR to say the least which just showed even more with this fantastic look, im totally aware of it, i admit it, it pains me THE ANIMATION WAS RUBBISH....there...i said it. After 1 day of animating though what do you expect. Im an idiot for not putting the fly off in the final renders though as it would have shown my thought process for where the scene was going to go, instead i chopped it off and the audience is left confused/disappointed and demanding a refund due to the sudden end...nice one sarah. Finally, these schedules do not account for the 2 weeks that the project was abandoned due to the show reel project, ROA exhibition as well as the ever grueling contextual studies essay and presentation....schedules will need to account for other units in the future as its silly to think all your time will be devoted to the one, that in itself is unrealistic.


    What can you do though? LEARN FROM IT, DUST YOURSELF OFF AND PICK YOURSELF BACK UP...it will not go left like this and i can assure you after a few days rest and break away from the project  i will return to do it the justice it so rightly deserves :)

    i think i could publish a book on the farms issues, but its put myself and dan in good stead for next year when we depend on it for our final film(s) I now know that its VITAL to start render tests from day one....we did this yes....but not on the farm. Perhaps if we had we might have seen problems arising earlier and been able to solve these rather than them all coming hurtling towards us at the bitter end. 

    animation...yeah

    animation begins! yeeeeeeeeeahhh!

    so a few problems with the rig, john cant actually be moved from the spot...no idea why this is. Could be something to do with his RPSolver IK handle...i checked all the attributes for the tick box and there all checked so i have no idea why this is happening. Since i couldnt create a pole vector for the knee though, im blaming the IK handle...

    anywaaaaay

    juggling....juggle juggle jug-a-ma-ling....a mastered technique to do both in real life AND animating but a biiiiiiiiig thankyou to Adrian for providing me with reference footage of him juggling...was very useful and at times...very entertaining :P


    inspiration for shots:

    when john looms over benny, i had in mind the sort of shot from a bugs life when the character of hopper terrorises the colony. The combination of camera angle and his drastic move really gives a sense of dominance that i wanted to reflect in johns character.








    suddenly...things werent going to well and after goldylocks had left the 3 bears house...the juggling went down the pan...shite


    *brrrrrrring ring....brrrring ring*
    "aaaaaaaaaa low" in a deep bear like gruff
    "dan...mate...its going mental here?"
    "SAAAAAAMME" he said in his new zealand accent


    we had to rethink AGAIN...we only now have a day and a few hours and have to do SOME form of animation. The juggling, ok, i probably could do, but i would need longer to get all the arcs, slow ins and outs working and im quite frankly out of practise ESPECIALLY with the graph editor.

    we rethought and decided to both do some mini pieces of animation. Mine with benny and john where benny drops his ice cream on him and dan would be completing some piece with benny interacting with the environment...including character close ups....thats gotta add up to 30 seconds right? we shall see.

    development



    starting to build the scene...adding in johns reactions etc....first time ive ever animated 2 characters in the same scene...aaaaahhh



    further development....small tweaks, changing of times....experimentations. I always imagined the movement of john to be quite rigid...hes old, tired, pissed off, and not exactly a bundle of joy...so i imagine his limbs would be quite stiff...its like he's trapped within his own body...so there! p.s its unfortunate that john is paralysed from the waist down....but at least he has a gd sense of balance!



    adding, tweaking, pulling and pushing...dan commented that the action slows so i dragged a load of keys forward to hopefully keep up the pace....its strange aiming for sort of a rigid animation....sometimes i add more thinking it will provide more to the scene, when all it does is confuse it...


    overall...im not satisfied with the animation i produced, yes theres a good quantity of it but the quality could have been so much better had i had the time to finesse the animation. Its a shame that the ending of the gag will now have to be cut off as well, but admitedly its the most underworked and id rather not have it in there rather than just for the sake of finishing. Animating with these characters had proved some positive and negative elements about the rigs which has highlighted to me where they need improving if i wish to reuse these characters again in an animation...which (lets face it) would be a bit of a waste if i didnt considering all the hard work me and grigs had put into them.

    the schedule is laughable....to think we originally intended for 8 days of animating is something of a distant dream now compared to reality. We've spent far too long on the pre-production and parts of the production stage that have frankly led to the animation suffering greatly. The post production now lies bunched together displaying the end will have to be rushed in order to actually get this handed in. Im glad grigs has done all his tests though for compositing which will aid us in some way, i just hope the rendering goes smoothly and quickly as we will be relying on the farm in order to churn out those frames. 

    Sunday, 14 June 2009

    rigging/weighting...

    yes well i er...u see...there was...this...this dog

    ah i cant explain it...but to try and explain my absense on this project...the blight of contextual studies and getting a show reel ready meant john and benny had to take a back seat for a while...however now that those elements are over *drops to the floor with joy* im ready to get back on track with the clown capers :)

    many of the elements i would have liked to include on this unit have had to be stripped down to the CORE NECESSITIES...or bear necessities in dans case in order for us to actually get to the animating stage. As much as i would have liked to impliment the skills i learnt last term in terms of facial control set ups, that will have to be left and instead we'll make use of the blend shape window. The rigs themselves are kept simple, but thats not to say they skip on any requirements. All handles ive insisted on putting inplace as there is NO WAY IN HELL i want to be going in there and touching the bone structure incase of accidental moving and general crud ups....which is a technical term!

    the beginnings...shoulder controls, elbow and wrist.
    the foot controls are gonna be a paaaaaaaaain. John has a total of 6 joints in his foot so i normal set up isnt viable...
    trying out a series of locaters on the feet. This didnt work...was just causing a lot of issues so onto the next idea...(p.s it also looked a total MESS)
    the final rigged character complete with FK arms, IK legs...maaaaaaany shoe FKs (i'd also tried a foot spline but that was a mess with the toe flying everywhere...so for maximum and EASE of control the individual FKs work well), spine spline, set driven keys for the fingers and root control....now i think about it...i should have done set driven keys for the feet....damn....ah well.... :P
    as blend shapes don't work for the blinking of johns eyes, I'm using set driven keys again and connected the attributes to the scale Y option. the driver controls also allow for slight left to right movement and are parented to the head tip joint so that they follow the model around.
    checking the arm rotations work in order for John to be able to juggle.
    he's a little tea pot shooooooort and stout

    working on the weights...
    as well as painting the weights, influence can be removed via the component editor. However only do this if you 100% super ted certain that you do NOT need any influence on a certain area as once its set to 0, the influence cant be painted back on. This method is particularly helpful for quickly zeroing out pulling on the fingers but is useful for any other areas you no defiantly do NOT need influence from others like the feet to the body, one foot to the other, etc.


    Component editor method: highlight the vertices > window > general editors > component editor > select smooth skins tab > choose desired influences > highlight and change number accordingly.

    p.s has anyone else experienced this: when you bind your rig to the model the joints go slightly off centre...or what you placed them too?! I have noooo idea why it happened. Its not a major issue...more a minor annoyance.


    p.p.s its strange...but i haven't been able to assign a pole vector to the knees of john...if anyone knows the answer to this PLEASE let me know, but when i assigned the pole vector constraint, it was moving the entire leg, foot included instead of just the knee....the IK handle used on the leg was a RPSolver so i have no idea why this happened. ANSWERS ON A POSTCARD GUYS!


    bennys test rig with no knees...seemed to cause problems with the IK legs so this rig was scraped fooooor.......
    the all new magic rig, now with KNEES! 
    initial tests with the rig demonstrate the amount of influence which will need reducing/zeroing out. Areas such as the feet pull on one another can simply be zeroed using the component editor.
    the breakdown of Bennys controls, created using nurbs curves and parented using the almighty MEL script.
    once bound heres some more examples of bennys influence BEFORE painting weights.
    since benny has no legs, the actual leg joints have a massive amount of influence on the body which will require zeroing out so the foot just slides on its own. 
    After painting skin weights...
    All controls are locked accordingly so that the right rotations etc are selectable and those which aren't cant be accidentally keyed. The rig and its controls are on different layers so there's no need to touch the actual joints, minimizing the risk of accidental joint movement.

    nb//: unfortunately dan gave me the unscaled model of benny to rig...the model was able to be scaled back down without causing any major problems apart from the foot attributes had to be deleted :(

    ....now get the hell out of my office so i can animate DAMIT!

    art and animation

    nothing to do with the current project but i found this really cool video whilst researching for my contextual studies essay (haha....say no more, say no more) which i thought i'd post up here....just to show how art can inspire 3d...or 3d inspire art....one of those anyway. 
    Heres Pablo Picasso's Guernica realised in 3d to inspire...

    Friday, 12 June 2009

    draft showreel

    this is my draft reel for dan dallis unit. Just uploaded a rough version of it for feedback...its not finished so thats why it ends suddenly at the moment. Letme know what you think!

    Saturday, 6 June 2009

    blend-ma-shape

    blend shape tiiiiiiiiiiiime!

    the controls i require will mainly focus on the mouth and brow. Blend shapes will also be required for the eyes for the blink. Though after trying this...blends dont work for some reason and after discussion with mr ross, i need to set up these controls through the connections editor.

    trying not to go OTT with the expressions and just limit the character to what i need as last time i got carried away making a mass which never got used. Im referring to my expression sheet thoroughly whilst making them to ensure i keep the essence of the character.

    some of the brow army!
    aaaaaaaand heres john's army
    we have a total of...

    8 mouth blends including open, close, up, down, evil smile, the frown, narrow and wide

    5 brow blends including shocked, lowered, right raise, left raise, totally pissed off anger!

    everything your clown needs :)


    I would have liked to have created a facial control panel but since time is not on our side, Dan and i will simply be keying our expressions from the base models output list....although it does work in the blend shape window, no visible key shows which is strange...and certainly unhelpful for animating!


    Animating time is getting eaten into!! Its been a tiring few weeks but we really need to push ourselves in these last few weeks in order to meet the deadline. Were up tight to the 19th at the moment so we need to blast through these last few production jobs in order to get onto animating our scene. We are most certainly behind now due to the past few weeks of other units and ROA and our dedication to them...crud