So this would be my last post for the project.
I figured that I had issues with Steve's rig. I put on the ikFk control switch, but it wasn't working fine. During my stress-testing, I was doing a simple animation of the arm which required me to switch from ik to fk and back. However, even after keyframing, the arm would 'snap' back to its previous position and orientation when I tried to switch. I don't know why that happened. So I had to remove the switch.
I also tried putting on some blendshapes, but I ran into issues again. Apparently after looking up the problem, I realized that I had my inputs in the wrong order, so I had to switch them. But by then, things were pretty much screwed up, so again I had to remove the blendshapes.
I figured I had no time to do UVs or texturing, hence I moved onto animation then, during which Maya crashed numerous amounts of time. Well, I managed to do a few shots, but pretty much unpolished.
Thursday, September 17, 2009
Wednesday, September 16, 2009
Steve Model + Rig (no weight paints)
So I got started on my Steve model. Basically its a modification of Carl's model to preserve the consistency of style. I used a lattice deformer to achieve this effect.
Also, I moved onto rigging this guy. I was much faster at doing this compared to rigging Carl. I placed all the controls and the bones.
Since Steve is slightly taller than Carl, I added more bones and controls for the torso. I haven't added the squash and stretch to the arms as yet - would be doing so now.
Till then...
Also, I moved onto rigging this guy. I was much faster at doing this compared to rigging Carl. I placed all the controls and the bones.
Since Steve is slightly taller than Carl, I added more bones and controls for the torso. I haven't added the squash and stretch to the arms as yet - would be doing so now.
Till then...
Carl Rig Update
So here goes...
I modeled Carl and had him rigged up. After doing numerous rigging at work and at my internship at GAMBIT, I feel I'm finally starting to get the hold of weight painting through component editor.
I decided to rig this guy differently to give me more control. All in all, I was trying to avoid the use of IKs for his spine because I want a lot of control over the way his body bends, especially since he has a lot of mass in the middle. Also, I plant to have an ik/fk switch to give maximum control over the animation.
I also implied my squash and stretch script that I had researched into before I left for internship. It works fine for the hand, I can't seem to get it right for the legs. Also, I don't quite no yet on how to set up a switch to turn on/off the squash and stretch attribute. Need to find that out too if time permits.
And here's a stress test. The controls are not yet properly parented to each other, but overall, the rig works fine. No distortions or anything of that sort.
Now, I'll probably start to model Steve and have him rigged before I model my kitchen set and start animating.
I modeled Carl and had him rigged up. After doing numerous rigging at work and at my internship at GAMBIT, I feel I'm finally starting to get the hold of weight painting through component editor.
I decided to rig this guy differently to give me more control. All in all, I was trying to avoid the use of IKs for his spine because I want a lot of control over the way his body bends, especially since he has a lot of mass in the middle. Also, I plant to have an ik/fk switch to give maximum control over the animation.
I also implied my squash and stretch script that I had researched into before I left for internship. It works fine for the hand, I can't seem to get it right for the legs. Also, I don't quite no yet on how to set up a switch to turn on/off the squash and stretch attribute. Need to find that out too if time permits.
And here's a stress test. The controls are not yet properly parented to each other, but overall, the rig works fine. No distortions or anything of that sort.
Now, I'll probably start to model Steve and have him rigged before I model my kitchen set and start animating.
Thursday, May 7, 2009
Squash and Stretch - Testing Stage
I've been working on for about five days now, trying to techniques on squashing and stretching in Maya. I borrowed a couple of books and DVDs from the library, but they gave very complex methods on rigging techniques - either through various multiply-divide nodes connecting into condition nodes and what not or through expressions which I did not understand.
While I was reading one of the books I borrowed, I came across this simple English statement which made sense to me:
"IF the length of the ik handle is longer than the length of the two joints combined, then scale the joints to match the length. ELSE if the length of the ik handle is shorter than the length of the two bones, then don't scale the joints."
Body Language: Advanced 3D Character Rigging
by Eric Allen & Kelly L. Murdock
So based on that, I read up on some syntax notation on the if else statement formation and wrote out a short script, which worked fine as far as stretchy arm was concerned.
However, squash and stretch required me to preserve the volume of the object as it stretched or squashed. I did not know how to achieve this effect, so I asked Alan on some advise. He demonstrated this concept using a sphere and adding some expressions via a formula to create an accurate squashing and stretching ball.
I spent about half an hour before finally figuring out how to plug-in the formula Alan suggested into my mini script for my hand rig. And it worked:
I was at the top of the world. For the first time, I wrote out a MEL script which I understood. Of course without Alan's help, I wouldn't be able to tackle on the issue of retaining the volume of the object while it stretched. So thanks a million Alan! Really appreciate it! :)
I felt my motivation getting back. So what if I cant draw? I can at least do simple scripting :) Heh.. Anyway, I realised I could use this technique on my characters' legs as well. As for the body where the tummy area would be exaggerated, I plan to use a nurbs sphere with the squash and stretch expression tied in to act as an influence object. Or I could try doing it the bones way too. Depends which one will give me the desired result.
=D
Thursday, April 30, 2009
My Absolutely "Beautiful" Drawings
Here are my beautiful drawings of my storyboards. Apparently, it frustrates me to draw these because whatever camera angle or movement I visualise, I can't draw it down. I feel that once I'm in the 3D world, then I can pre-visualise my camera angles. Oh well, here are the drawings for now...
And, here are my character designs. Trust me, it was a real pain for me to draw these (process work):
And here's a colored version of the Carl character.
Horrible...
Tuesday, April 28, 2009
Irritating Storyboards
ARRRRGGGHHH!!! DARN FRUSTRATING!!!
Can't draw for nuts! All the angles I visualize, I can't draw. I might not even follow the ugly storyboards I'm drawing at the moment to do my film. I wrote out a mini screenplay, describing what happens in every shot, with tiny details. Why must I die die do storyboards when I've a feeling it won't help me plan? Why can't I just rely on a script I wrote to plan my sequence?
Argh!
Monday, April 27, 2009
Style & Technique
I thought a lot about this. I want to adopt a cartoon style for this short film. Something very similar to that of Pixar's Presto. I think that short film differs from every other Pixar's short film in that it looks very traditional. The kind of music, the opening titles that say "A Pixar Animation Cartoon" instead of the usual titles, the snappy kind of animation where the character suddenly reacts fast and moves quickly. Very traditional Disney type of animation. I think that style may really appeal a lot to kids. I discussed this with Alan today, and he wished me Good Luck. And he meant it, because to achieve that kind of style is difficult. In the real world, there are many people working on that project. In my case, its just me.
Now here are the technical difficulties. First off, I need to build a squash and stretch rig. I can't do without it, simply because of the way my style is going to be. I want it to be exaggerated. It's a slapstick comedy, and nobody is going to enjoy it as an animation piece if its not exaggerated. That's my personal take on it. I can do without a squash and stretch rig, but I don't want to. I've read a little about it, and it seems very technical and confusing. I came across a book on rigging. I plan to borrow it and research on this squash and stretch rigging techniques in this week and the next, by when hopefully I should be well prepared for production.
My drawing is horrible, and having to do a really good animatic seems scary. But I need to rely heavily on it, for the animatics will determine the number of shots I need to animate, and the timing for each shot. Audio is another aspect of the production. Sound effects shouldn't be a problem - they are readily available at my fingertips. I'm worried about the background score.
As for my story progression, I thought a little bit about my ending after my discussion with Alan during consultation. Having cleared the fact that mine would be a slapstick comedy, Alan suggested that in such cases where two characters are fighting over something, neither of them would usually get it. And I was thinking about that too. I remembered a lot of fables where such things happen, and it made sense to apply this in my story as well. I was thinking, what if in the climatic sequence of fighting over the can of pork and beans, the can actually flies out of the kitchen window? Or it just spills over? Or a mouse comes out of a mouse-hole and drags the can over and eats the contents while the two men are still fighting? Lots of possibilities. I should be fixing on this soon, after which I will proceed with the middle part of the story, which is the build up to the climatic sequence. After that, I would move on to design the characters and then the storyboards probably.
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