NavHeader
journalHeader
Showing posts with label Site Update. Show all posts
Showing posts with label Site Update. Show all posts

Wednesday, August 31, 2011

Updated Reel - Sizzlin Houston Summer Edition!


Update of the ole' demo reel. Some new work from the last year and a test of ole' Morpheus posted a couple of weeks ago. 

What else has been happening....
  • Next month I'm gonna be doing a demo at the Austin Autodesk group and am lookin forward to seeing some friends there. I'm just plannin on doing a general customization demo but if anyone that'll be there would like something more specific post here and I'll see what I can do.
  • I also did a little interview for Simply Maya should you be inclined to check it out here
  • Created a best of Morpheus channel on vimeo  - http://vimeo.com/channels/226100
  • Work has been trucking along on bbThingamarig or bbRigger (whatever we end up calling it). Here's an update of what I've been working on
    • Curve tools - python based saving of compound and simple curves and creation and various other 
    • The rigging process - 
      • easy class based template creation is in place (one sided so far) with multiple arms, heads, whatever. Template has orientation and control helper objects which work well
      • Saving of template settings into the rig itself for easy re-creation.
      • Joint creation and orientation (from orientation helpers as well as the general orientation options from the settings.conf)
    • AutoNaming
      • Intelligent naming via type detection and tagging that happens in the rigging process accounting for children type names (i.e. groups deriving names from child and constraints getting their root from their objects as well).
      • Iterative processing in place
      • Absolutely unique name generation
      • Able to process whole hierarchy at once
    • Lots of other stuff:)

Friday, January 14, 2011

Couple of updates...

Great animation I got in the mail from Mike P:



  • Updated the Morpheus Docs with info on the wardrobe project, instructions on mesh selection, and tips for selecting/keying stuff
  • Added page for the bbThingamarig project. Not a whole lot there yet:)
  • TD Matt is awesome
  • Allergies are winning today.

Tuesday, October 12, 2010

Morpheus Release Candidate v2!


Download the latest on the Morpheus Project page.

This will be the last Morpheus Update for probably a month or so cause of a gig I'm startin. I'm still not considering this a "final" Morpheus release and won't to so until 1) I'm able to animate scene and make sure everything is working as intended or 2) I see a few scenes other people do and they don't have any rig issues. If you find errors, please email me your issue with the following info:
  • Email subject line of "Bad Morphy!" so I can find it easily:)
  • Maya version (only 2009 and above supported)
  • OS
  • Preferably a referenced scene file so I can see your issue
  • Detailed description of what happened.
There's still a couple of bugs I've gotten that I can't replicate and I wanna squash em before a "final" release. Oh, I also updated my site with the project I worked on last month (though I still can't show footage yet) - "The Fantastic Flying Books of Mr. Morris Lessmore."


Morpheus Release Candidate v2

Notes
  • Until I can figure out a better way of lockin off a few things. Toggle off joint selectability or just turn off their visibility so you don't accidentally select them. 

Facial Rig
  • New mouth twist shape on mouth move anim
  • New lwr lip up for a better lip sneer
  • Wider mouth wide shapes
  • Pushed chin out more (good bit more actually)
  • Weighting update
  • Fixed bug in scaling of eye rig
  • Pushed chin wide more
Body Rig
  • Lots of rotation order fixes
  • Twist fix on the wrist courtesy of my good friend Scott Englert
  • Changed how the mid spine control was influenced so that the hips were more isolated. Will probably swing back when I figure out how I wanna rig spines for more hip isolation
  • Weighting polish on the body
Scripts
  • Scripts updated to work with referencing and some error checking as well
  • More intelligent weighting updater
  • jbMorpheusBodyCustomGeoBaker - New - Body baker similar to the facial geo baker. 
  • jbMorpheusAddBodyGeo - New - Body adder. If you create a new body mesh and wanna use it instead. Easy peasy.

Sunday, August 29, 2010

Morpheus Facial OPEN Beta!


Well my internet amigos, getting closer and closer to finished here. It's been a pretty nice weekend here in the Texas sticks and I thought it was a good day to release Morphy's Facial Rig to open Beta. It's getting pretty close to done and I wanted to get some more feedback.

Download it on the new Morpheus project page . There's also WIP documentation and faqs on the page. If you have more questions, keep em comin.


What's in the pack?

  • The latest and greatest Morphy facial rig
    • Notes on some "hidden" controls
      • Smoothers are on "faceSmoothingAttributeHolder"
      • Visibility toggles on "faceVisibilityAttributeHolder"
    • For the tinkerers out there, you can use the below to find and mess with stuff:
      • First off you'll need to turn off, my group drawing overrides so you can select stuff:
        • "Geo_grp"
        • "DeformationRig"
      • "Head_RESETER_bsGeo" is a head mesh to "reset" and mirror vertices if you should be inclined to start messing with doing your own blendshapes. I use abSymMesh for mirroring and resetting.
        • Blendshapes for the facial rig are here "Facial_bsGeo_grp"
        • Blendshapes for the facial deformation are here "FacialDeformation_bsGeo_grp"
  • The last open body release (with new head referenced)
  • The referencing animation file I used to render the above test
  • Textures
    • Rough first pass at some feminine textures and different skin tones
    • Eye textures 
    • Included source .psd files if you'd like to try some variations
  • Scripts pack
    • jbMorpheusFacialCustomGeoBaker - duplicates the wrap deformer functionality without the wrap deformer
    • jbMorpheusAddHair - for easily skinning hair in
    • jbMoprheusSmoothConnect - for creating polySmooth on a selection of meshes and then connecting the divisions attribute to whatever attribute you tell it to. 
    • boTriggers - Thanks to Bohdon for letting me include them. To update the trigger selectors in referenced files, run the script and run the updater. 
What's New?
  • Facial blendshapes
    • New Lip roll, narrow, wide polish
  • Facial Deformation
    • NO MORE wrap deformers! Everything is hooked up via blendshapes, skinweights and pixie dust
    • Facial morph polish on lots of morphs
    • Weighting fixes - still not done
    • bug fix - eyebrow mover rotation mirroring working now
  • Customization
    • Instead of toggles for the eyebrows, broke them into blendshapes for even more variety
    • New hair options: Thanks to Aziz Kocanaogullair and Mary Barreiro for the great work.
    • Split out bangs for more variety with the dos. They work best with the feminine hairstyles
    • Lookin to get rigs into the ponytail and pigtails for animatability
    • Solid Teeth option - thanks Danny Garnett! He's working on some blendshapes for em too for even more variety
    • Fixed some of the ear blendshapes
    • Added full Gotee (from Aziz Kocanaogullair). 
    • Beards and gotees have blendshapes on them now to pull them out and push them in some. Rick, you should finally be able to get your crazy long gotee;)
  • Workflow
    • smoother attributes
    • parent toggles for eyes
What kind of feedback am I lookin for?
  • Facial Deformation:
    • Are there any specific controls you're not finding that you're wanting? (i.e. I've thought about adding a mouth sac scaler to avoid some of the penetration that happens at bigger scale mouth and jaws as well as a nose bridge narrower)
    • Did you come up with a cool morph you'd like me to try to incorporate? (i.e. better lip thickener or somethin?)
  • Facial Rig
    • The facial rig is an experiment in some areas and unlike any facial rig I've done before. The lip controls especially are an attempt at a new control mechanism for the same types of shapes I use in any facial rig. Thoughts?
    • If you start doing tests, are there any things you're having a hard time getting out of the rig?
  • Customization
    • Some of the customization stuff is rougher than others, if you'd like to polish things up create some new ones, by all means be my guest and I'll roll it in.
    • Thoughts on specific options?
  • Textures
    • Texturing is definitely not my strong point. The source files are there for any experts out there. I'm not 100% happy on diffuse, spec or even the colors. Just an attempt at getting something. Feel free to experiment and send your ideas.
    • Yes, my tongue shader is too shiny. See previous bullet point.
Supposed to start this gig any day now so Morphy progress will slow. The main stuff left is FK/IK snapping when limbs are stretched, connecting up the head to the body and rolling in the final face tweaks. 

Wednesday, June 23, 2010

Spring 2010 Demo Reelage...



Found some time to update the ole' reel. Added some Psyop work, the latest Garden City work and cut a couple of things on the last one. Getting Morphy done can't come too soon. I needs me some more lip sync on there. So sad that I have SO MUCH lip sync footage from Midway that's just facial animation only and thus worthless for a full body keyframe reel.

Ah well.

Morphy is coming along fine. Got his eye and lid rig working for the most part. Gonna post another post in a bit to try and get some beta testing on the eye rig.

Until next time!

Saturday, May 2, 2009

Demo Reel - Spring 2009

Well, it's about time. I've finally updated my reel. It's mostly comprised of Garden City work along with the lip sync and Squirrely animations I did over the last couple of weeks. I am currently seeking temporary/contractual onsite or remote work as an animator in film, game or commercial work and am also open to full time employment opportunities in the Austin/Houston, TX areas. A higher res version of my reel can be found at the "Reel" link up top. Resume is up to date as well. Next week, I'm working on a project with Cory. Can't wait! Also, Squirrely is in prerelease. If you wanna test/play with him, gimme a shout via comment.

Tuesday, December 30, 2008

Site updates...

Hope everyone had a great Christmas. I sure did though my belly is full of chex mix and chocolate covered pecans... Oh, and I'm a big fan of what may or may not be a trend. I got a couple of Blue Ray DVDs for presents but don't have a Blue Ray player yet. However, they both came with digital copies downloadable via iTunes with an unlock code. I'm wondering if this is the standard or just an anomaly shared by the Dark Knight and a little robot that could named Wall-E. Hoping it's a trend:) Projects pages updated:

Progress on Garden City is coming along just dandy.

Friday, February 15, 2008

Gallerific Update


Found a cool little flash content management system for images and vids. So I updated the Gallerific section of my site. Added a bunch of Potter concept images and all the boards as well which I don't know if if I've put up before come to think of it. It's HIGHLY customizable. Neato.

Can't wait to play with the vid feature once I have some time to export some movies to put in there. It'll have to wait till after the wedding/move/vacation.

Gotta run and get an oil change before work. Lata!

Thursday, November 8, 2007

Minor updates and more lessons in the life of Josh....

  • Life Lessons - "That don't wash" - This morning I threw my laundry in the wash as I was heading out the door for work. Went home for lunch to throw them in the dryer and noticed something resting in the bottom of the wash as I was transferring the clothes. Apparently, cell phones don't like to be submerged in water. Who knew!? No, letting it dry didn't work. So I ordered a new phone (cheaper than the store - the guy at the store even told me as such. 2 points for honesty) but it won't be here till Monday or so. So, if I know you and you try calling, that's why I don't answer.
  • An actual site update! - Yeah, I finally got around to updating my age and location, and adding some stuff on my most recent "published" game project at work - Blacksite: Area 51. It ships next week and a new demo will be on live in a couple of weeks. Check it out:)
  • Started working on a new project - I'm very excited to be working on another of my good friend David Bokser's Personal Film Project. Looking forward to seeing it continue to take form. I first read the script a long time back and I'm pumped he's in production. AND it means I get to do some full body hand key animation. YAY!
  • Recent games -
    • Jade Empire - Fantastic ride. Great story, fun combat, though I'd have preferred a few more styles. Ready for some Mass Effect now!
    • Halo 3 - Ton of fun playing with my cousins, brother and friends online. Team based combat is just a ton of fun. Discovered I have an odd propensity to finish people off with a melee attack rather than shooting them. Seriously, it's my highest killing weapon - at one point doubling any other weapon. Who needs guns?
    • Orange Box - Portal is one of the best games I've played. Period. Episode one and Two were good, Two was better than One but they were both great. Team Fortress 2 has some of the best character animation and design I've seen in a game. However, I think I'd prefer to play it on the PC.

All the stuff on this site is 2000 - by Josh Burton...unless otherwise noted. All rights reserved.