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 :)
Tuesday, November 18, 2008
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
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.
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
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
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.
Friday, December 28, 2007
Old Skool...
Um.... so after doing that last post, I saw how cool it is that you can embed video in these posts. Here's an older animation I did about 2 years ago when I was still back in school, doing Juggles. This was for the 10 Second Club competition. Unfortunately the club wasn't all that up-to-snuff back then and this entry got lost in the paperwork somewhere :( I'm hoping that after this dance animation is done I can do some more of these for the new 11 Second Club (http://www.11secondclub.com). Enjoy!
She Dances!
Edit (3/04/2008): The foot movement is removed from the beginning.
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.
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
So the model is pretty much finalized. There will be slight texture changes, and the hair will need to be done in post since it is driven by the rest of the model. The rig is also done, and is equipped with a fancy inverse foot, IK spine, shoulder/head/wrist locks, and a bunch of other features that should make animating the dance much less of a headache (it is more or less a modified version of the Package Man rig that is floating around the net - I've found it to be pretty robust and well-suited for detail-oriented animation).
The next post will likely be a prototype for the dance animation.
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?
I finished Juggles a while ago. The final render is done. Once my friend Troels does music for it, I may consider trying to enter it in different film contests, or just post it on YouTube.
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:
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
This is a sample render using Mental Ray with Final Gather. There's no GI... it won't work with the skin shader. I don't think it's necessary though. I'm in the middle of rendering and doing touch ups, and will hopefully have the final render in a week or so, ready for sound design and music. I'm not a fan of this rendering stuff... takes way too long. I'm rendering at 720p with pretty high settings, and it's looking at about 10-15 minutes a frame on my laptop. Granted they're mostly all done now, but there's so much sitting around. Now if only I knew how to texture well I could create cool characters from scratch...
Tuesday, November 28, 2006
Current status
Wow, it's been a while since I posted. Guess I should document what's been going on. I finished the 1st attempt of Juggles for my final semester at CMU. I played it for the first time for a mass audience for our final presentation. I think it was pretty well received! 5 months of work paid off, I guess. Since then I've kind of been off it, doing other stuff I suppose. I just started back into working on it about a month ago in hopes of getting it into Siggraph for 2007.
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.
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.
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