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

Reel @ ROA

well its been a busy week sorting out the animation showcase for rave on air. After seeming patchy in places at first with more blank walls to pictures it pulled together in last minute and was A BIG SUCCESS *slow mo jump* that was for u alec.

we got lots of promotion and it seems the so called underdog course became the dark horse of ravensbourne and stunned all who visited on the day :)

the most glorious moment: speaking to the public/industry explaining our work and talent on the course
most laborious moment: quality checking 100 dvds we were giving away to the delegates...however it was worth it as it was brilliant to give the delegates something to take away and remember us by.

the reel has made the website in the animation exhibition page as well as part of the 2009 gallery of videos! as the website has had thousands of hits, who knows whose interest we might capture from continual promotion.

in the mean time...heres a video of boris johnson

it has meant that unfortunately John and Benny have taken a back seat, but i will return to the bad boys after contextual studies essay and presentation ANNND my dvd reel are complete....its gonna be a busy few weeks!

Tuesday, 2 June 2009

creative textures

heres some uploads of some textures used in our scene combined with a bit of primary school maths!

the ice cream cone:
wafer image
+
dan's painted texture
= the cone
+ ice-cream blob

+ brown and wood texture
= flake texture
carry the 1 gives you
DUM DUM DUUUUUUUM
a legendary yummy painted ice cream :)

UV texture triumph!


occlusion pass + character = magnifique



heres the final UV layout for you
this red...right here....is johns tongue. THATS RIGHT! even his tongue has painted textures UV'd onto em...

so....without trying to cause panic in the camp....WERE BEHIND SCHEDULE! this texturing has taken much longer than originally intended (no matter how good it looks) its now had a huge shift on the schedule, eating into time on other jobs such as the animating. Were really going to need to get a move on now and job days have been shifted accordingly in order to accomodate for this.