Archive for June, 2010

11 Second Club – June 2010 – Dailies 5

Sunday, June 27th, 2010

Next round of dailies for the June project. I spent a good chunk of the day yesterday working on lighting and then doing render passes today. I’ll be sending this around to get some feedback before making the final render in time for the June deadline.

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11 Second Club – June 2010 – Dailies 4

Saturday, June 26th, 2010

Next daily on the June challenge. I revisited a few spots on the man as I wasn’t satisfied with the arc his left arm was making; upon turning on motion trails I noticed it was going all over the place, so I refined that a bit. Most of the progress is working on in-betweens for the woman, though there’s still a little left to do on that.

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11 Second Club – June 2010 – Dailies 3

Thursday, June 24th, 2010

Next batch of dailies. The man’s in-betweening is mostly done, barring some tweaks and adding in some details. I know there’s some clipping going on with the woman character just as the man falls forward, but she’s still on her stepped blocking; that’ll get fixed when I do in-betweens for her.

11 Second Club – June 2010 – Dailies 2

Wednesday, June 23rd, 2010

Second round of dailies. I’ve done the first pass of in-betweens on the man for the first half of the sequence. The latter half of the full clip is the same stepped blocking from the previous dailies, so I didn’t include that in the playblast.

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11 Second Club – June 2010 – Dailies 1

Tuesday, June 22nd, 2010

First round of dailies for the June 2010 11 Second Challenge. So far I’ve blocked in the main poses with stepped tangents. I was a little surprised to find out that Maya 2011′s playblasts are a little bugged (hard-coded to render at 24fps regardless of program settings), but for rough dailies, temporarily changing the scene frame rate to 24fps should be okay until this bug is fixed.

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June 11 Second Club challenge / Norman rig impressions

Saturday, June 19th, 2010

I’ll be participating in this month’s 11 Second Club challenge. As a change of pace, instead of BasicGuy I’ll try using the Norman rig featured on their website. I’ve tinkered with this rig for a while and it seems perfect for animation tests. It you can adjust the body proportions pretty easily to build characters that look different, and none of these adjustments make the rig unstable. It has a standard array of body controls, all of which deform well and seem very stable. Norman features FK/IK matching like BasicGuy, but the scripting seems to take a different approach resulting an even faster workflow; there’s a single button to run FK/IK matching on the selected limb controller that automatically switches to the inactive control set (IE: running the command when a limb is in FK mode matches and switches to the IK rig). I’ve taken a look at the MEL and while scripting isn’t my forte, I can tell that it’s a very interesting approach.

The only thing that I’m not too big a fan of is its face rig. I love Jason Osipa-style facial control schemes (which is why I build them into all of my own rigs), and while there’s nothing wrong with Norman’s approach I just like having the added visual feedback from sliders. Norman’s face rig looks like it’ll still animate easily, with smooth open/close and wide/narrow mouth shapes as well as a variety of general shape changes and brow controls. One thing I’ve found that’s pretty neat is that there are aim-constrained eye controls that work in tandem with an FK eye rig. I’d like to dissect this rig and see how that’s done.

It looks like a really fun rig and I think it’ll work well. The goal with this project is to develop a demo reel-worthy character animation segment, so here goes!

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New BasicGuy posted on Tim Oberlander’s blog

Thursday, June 3rd, 2010

Tim Oberlander recently updated his BasicGuy rig to version 3.3.1. I first used BasicGuy in a character animation class at SCAD (it quickly became a favorite of the entire class), and to this day it’s still my favorite rig. It looks like the new version revamps the BasicGuy GUI scripts; the GUI now has much more advanced functionality built into it, and the FK/IK snapping workflow has been simplified. I’ve been thinking of doing some more character animation work lately so I’ll probably give it a spin myself soon enough. Check it out!

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