Friday, December 28, 2007
Old Skool...
She Dances!
Rigging is done and it's on to animation! This is a short piece so far, still in progress. This is just a Maya playblast - no fancy rendering (no hair!). It's at about 20 seconds, with 10-15 more seconds to go. Once this is done, it's on to hair simulation, then fx (fire and embers), then lighting and rendering, and then finally putting it all together.
Tuesday, October 09, 2007
Rigging
The next post will likely be a prototype for the dance animation.
Monday, September 10, 2007
Friday, September 07, 2007
The Latest
Saturday, August 11, 2007
She's coming along
Monday, July 23, 2007
What's next?
On to new things! I went through a Photoshop primer book to get the basics on texturing. By no means would I say I'm great, but I know my way around Photoshop now at least.
I'm working on a new project now. It's for a friend of mine, as well as just practice for myself. The goal is to make a female character from start to finish, finish being a final 10-15 second animation. The character is a dancer, and meant to be a likeness of an actual person. I'm trying to learn the maya hair and cloth modules as well for this project, so I can integrate them into this character. The actual girl this is meant to be patterned after is here:
http://www.salsawithpantea.com/
Here is a 'preproduction' image of the head thus far:
Wednesday, December 27, 2006
Sample Render
Tuesday, November 28, 2006
Current status
I spent much of last month working on lighting solutions. I know it's pretty simple as it is -- it's just a boy and a mirror. I want to light it as best as I can though. The previous solution was straight up Maya 3 point setup. No GI, no final gather. Simple shaders. I'm still sticking with the simple shaders for the most part, though. Lamberts for the clothes, and I'm pretty happy with the hair. I'm rerendering in Mental Ray though, and it has a wonderful shader for skin that looks like it'll be a viable alternative to what I'm currently using.
I looked into GI, but it won't work correctly with the fast skin shader, so Final Gather with HDRI is going to have to be the solution. And I can't complain -- it's a vast improvement over what I was using before.
Anyway, hopefully this will be done soon. And with any luck, I'll get some original music to go along with it for the Siggraph submission.
Tuesday, May 02, 2006
Now to finish it off (at least for now)

I just finished the (temporary) lighting, and am now going to go back to clean stuff up. The lighting's a little blown out... for some reason I have that tendency. I think I just like bright colors. As far as animation, there are many places I just forgot about, and I didn't realize until I started doing reflective renders with the mirror... You can see the entire other side of the boy! So I have to go back and make sure those look right from pretty much all angles.
I say this is temporary because it's specifically for the R&H computer graphics competition. The final, final render of this film won't be done at least until the end of summer. I still have to materialize/light/render the room, plus figure out what I'm going to do for audio. Right now I'm going to have to use temporary stuff.
Wednesday, April 26, 2006
Other fun stuff besides animating
I'm also having a little fun with the hair shader... I'm not one much for shader network stuff, but it's nice messing with the pretty colors.
Nice break from animation too. Quick post for reference:
Thursday, April 20, 2006
And so the Polish Phase begins...
I think overall doing this short was a good idea. It's a good indication of my current skill level, and doing it has also shown me that I have a long way to go. It will be a while before I do another one. I'd like to focus more on short dialogue pieces for a while, and really break down what makes a good performance. I value that this was a silent piece -- it's helped me realize how to show a character's thought process without the use of dialogue.
Tuesday, April 18, 2006
Juggles is Animation Complete!
There's still tons left to go back and polish, which is the next step. I'd like to be able to do some preliminary renders so I can submit what I have to scholarship competitions before I'm out of school.
This is finally starting to come together. I can't wait to see how it comes out in the end.
Sunday, April 02, 2006
Ice Age 2
There's an exercise I've always wanted to try... take a really, really good piece of professional animation and just try to duplicate it, frame for frame. Though it'd be completely worthless as a reel piece, it might get me to sort of get in the head of what the animators were thinking when they did it... we'll see. One animation at a time.
Sunday, March 19, 2006
Arcs
I think the whole arcs thing trails back to traditional 2D animation. I haven't studied this stuff, so I'm hypothesizing, but I'm beginning to see the value of it in animation. It's just more visually pleasing. Seeing someone move in arcing motions is just more appealing than seeing linear interpolations. The question then becomes, well, what do I arc? Keith Lango has a good tutorial on this, and he says the most important part is the hips. I think I agree. If you arc the hips, you indirectly arc everything that is attached. From there, I think overlapping through time adds more, as well as paying attention to your appendages - the arms, legs, and head. I tend to pay particular attention to the wrists, since I think a lot of the time people keep their eyes on the characters' hands... what are they doing? So I focus a lot on that. Plus there's a lot of negative space around the arms so if they're moving fast, the eye is naturally drawn toward them.
It's funny... the more I pay attention to arcs, the more anal I get about them. This is a good thing, I think. I wonder if you can overkill on them...
Friday, March 17, 2006
Juggles Pace is Slowing...
I worry about the story... I think I worry more about my sense of humor and that people will buy into it. I hope it's well received. I also hope that everything -- the animation, the style, the textures, the lighting, the sound -- will make this piece add up to more than the sum of its parts.
Once the animation's finished, I'll post a playblast of the 1st animation pass (sans cloth/hair dynamics and additional cleanup).
Wednesday, March 15, 2006
And the hardest part is.... Blocking!
Monday, March 13, 2006
Random Maya Animation Tip #347
Word of caution: Whenever I give any sort of animation tip whatsoever, use caution: I'm quite sure I don't know what I'm doing half the time.
Saturday, March 11, 2006
Why is it so loooooong...?
Guess I should just keep cranking... it's at about 2:40, by the way. It's spring break right now, so this week I should be able to push out a lot more than I would normally. If only I could have it done by April...
Tuesday, March 07, 2006
Animation Techniques For Different Styles
I've found, though, that using this method limits the complexity of your animation. "Cartoony" animation tends to be very complex, I think... jumping from one pose to the next, sometimes with only a frame or two inbetween. You can't do this with the layered technique. Plus, doing cartoony stuff, you often throw anatomically-correct physicality out the window.
I'm trying to strike a comprimise between the two methods. For the short I'm working on, I'm trying to use pose-to-pose as a guideline -- essentially, making sure there are a few specific poses I hit, and layering from the root node out as I go. I think it's working pretty well, especially for the more complex scenes.
I'd like to try something in a more cartoony style after this, strictly pose-to-pose and see how it goes. Never really done it before.




