Tuesday, December 09, 2008

Progress...

Update on the drunken monkey. Getting pretty close to done, minus any valuable feedback people will offer...


Tuesday, November 18, 2008

Drunken Monkey

This is something new I'm working on, just to try to focus on body mechanics plus a little bit of pantomime. The general plan of attack is rough blocking, then 1st pass splining, then refining, then adding in the face, then working to make it all fit together... This is it so far :)

Monday, October 27, 2008

Monkey Animation Cycles

I haven't animated in a while, and I'm trying to get back into it. Here's a couple cycles I did over the last couple days with the new monkey rig. Enjoy! I'm going to start on a staged one soon, where he staggers in drunk.




Sunday, October 19, 2008

Update!

A lot has happened in the past couple months. I left Crystal Dynamics recently and went (a few feet over to the building on the left) to PDI/Dreamworks as a Character TD. My work's a bit different now, but it's great to see how things are done in film vs. games. Also now that Pantea's project is finished, I've been rigging something new for the past couple months for an animator friend of mine. The rig's just about ready, and pretty fully featured - rigged from head to toe for full performance. I'm looking forward to trying him out in the 11 second club competition! I'll post him once he's solid.

Wednesday, August 27, 2008

Single Render




This is a single high res shot of the animation, with a little photoshop work :)

Friday, March 21, 2008

Rendered Version

Edit (3/25/08): This is a more 'finished' version than was posted earlier. The fire was dropped down to show the feet more, the animation was edited to loop, better embers were composited in, and the brightness / contrast were increased on Pantea.

I finished rendering a 1st pass... This is actually pretty close to the final, but I think I might modify the embers swirling around. It has a magical-type look which I think is nice, but I may add turbulence and change it so it doesn't show on top of her.






Monday, March 17, 2008

Early Renders

Here are some renders of the animation in action. The background is still temp, and the character needs to be lit for a fire scene. The version with the black background is lit with the intention of having fire surround her (plus it's rim lit).






Sunday, March 16, 2008

Full Hair

This is a playblast of the full head of hair, fully simulated. This is the version that I'll use for the final render.



Monday, March 10, 2008

Longer Hair

This is a longer version of the hair (but the same animation).


Saturday, March 08, 2008

Hair is Working!

This is the first pass at the hair... please click the video below to see it in motion. This is not representative of what the final hair will look like -- it only serves to show the way the hair will move. It will be fully thick in the final version.


Friday, March 07, 2008

Hair is a Nightmare!

I'm trying out hair pretty much for the very first time. I'd actually styled it a while ago, but made no attempt at simulating it. That headache starts now. Here's pretty much where I'm at now - I'd made no attempt to set field information correctly, I just want to figure out why the follicles are jumping! Anyone know what's going on???


Monday, February 04, 2008

Gimme a Hand!

Since I've kind of been working on the technical side of things a lot I decided to post some of that too. Here's a sample of a hand deformation I did for practice. It's entirely bone-driven, using lots of helper joints around the knuckles to ensure the fat folds stay intact as well as the knuckle structure itself. There's also many more helper joints to help with palm and wrist deformation.