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Showing posts with label WIP. Show all posts
Showing posts with label WIP. Show all posts

Monday, August 20, 2012

CG Monks Tag Anim WIP


Been playng around with a tag animation for CG Monks. We're probably gonna do the fx in maya and do 2d characters for the tag. Gonna try go get it done this week. Hope everyone is well!

Friday, May 28, 2010

Happy Memorial Day!

One of the neater things I think there is with the Norman rig is that folks have found ways of modifying it so that they all don't look the same. Some of the Animation Mentor students have begun doing the same and to me it makes a huge difference rather than just seeing the same character all the time. So one of the features I want to implement in project Morpheus is at least providing an initial leg up in that department for animators using it.



Here's a quick proof of concept attempt on a 80% complete body model. The idea is that people can vastly change their appearance by working out, eating more, eating less or whatever- it's still their same skeleton. I know that women and men have different skeletal proportions but hey this is animation and I can break rules if I want to. Right?

Still gotta decide where to do the head cut off from the body and if doing a single body mesh makes sense.

Initially Morphy will will have several body sizes to choose from for the animator depending on what they wanna do in their animation exercise. I plan on doing the same in terms of facial tweaks (noses, jaw lines, hair, etc) to provide.

I've been wondering about trying to see if some of the body stuff can be done via displacement maps and what not but as I don't have a lot of experience in that area it'll have to wait. The final Morphy will be fully UV'd should anyone care to go nuts on that front.

So, progress for the project on the week...

  • Head - completely redesigned - 72.3% happy with it. Far enough along to start working on the body rig via my Animator Friendly Rigging master class progress
  • Body - 80% done. Will probably end up shrinking the feet and adding more edgeloops for mophing detail.
  • Hands - Modeled with a goal of being Milt Kahl-esque in proportion
  • Body Morph tech - Reasonably confident it's gonna work
Hope everyone has a great memorial day weekend. Think we're just gonna hang out with some friends and get caught up.

Out.

Also, finally saw How to Train your Dragon last weekend and it was awesome. Got the art book this week. Likewise.

Thursday, May 27, 2010

Morpheus Head Progress


More appealing?

So when I went back to the head I started last year and looked at it more it just felt a little too generic and somewhat similar to some of the other free rigs. With that in mind I started a redesign (as seen above). This isn't final and I think folks will think some of the modification toys I have in mind pretty neat when I finally get them done. Don't wanna spill the beans too early;)

Been collecting reference and what not as well from a myriad of choices. I've fallen in love with Milt Kahl's animated hands from Sword and the Stone and so I think I'm gonna go for something kinda like that.

I mean, look at this awesomeness....( image courtesy of google image search)

Hands are such a huge pet peeve of mine on character rigs. I hate not being able to get the shapes I want or when the fingers are too long and can't roll up well.

Back to it!

Tuesday, May 25, 2010

Announcing "Project Morpheus"

All characters shown copyrighted to their respective owners. But that "?" is all mine!

As I mentioned last post, I've been looking into doing another character rig. "Project Morpheus " is a temporary project name but for now it'll suffice. First thing I did was pull up some of my favorite rigs I've seen used to good effect so as to not recreate the wheel. Or at least not recreate the same silhouette. I was surprised how similar some of them were and decided to keep being different in mind as I started designing the character's body.

I'm in between gigs right now (waiting for answers on a couple of things) and trying to be productive in the downtime. Working on updating the reel,website and resume for another releasing of the doves hoping for an olive branch. Bokser wants me to do one more Garden City shot so I'll probably end up with one more there.

Been going through Jason Schleifer's fantastic rigging for animators series and learning loads I plan on implementing. He recently started releasing the DVD's himself at a substantial savings to what they had been on Autodesk's site.

Project Morpheus Goals:

  • To create a flexible bipedal character for animation tests and even projects including modifiable body and facial proportions and features
  • To develop more solid rigging muscles to add to my hireable toolset
  • Write some rigging tools using python to learn the language and speed up workflow
  • Using animator friendly principles from Jason Schleifer as well as ideas displayed in others rigs.
  • Play with the idea of a free baseline rig and a more advanced option set rig setup that I might charge something for to help support character making (which I happen to enjoy)

Tuesday, June 9, 2009

Garden City and a Face...

  • Garden City - Been waiting on some notes from Cory before continuing the 2d gig so polishing on some Garden City shots to get them past Bokser. Here's the latest on one of em.

    Speaking of, Bokser has a public Garden City production blog now!

  • Face Thingy - thumbnailing up and planning for a new project that would make good use of my staring-at-faces-for-three-some-odd-years-at-midway experience. I've been playing with some other peoples rigs. The Norman Rig, Andy Rig, and Blake Rig (you can google em) in particular. Great stuff! However not super easy for folks to customize the characters further. The idea is to create a customizeable face and rig to go along with it. Initially it'll be just to throw on a character that's already setup except for a good face rig but eventually I'd like to make it more comprehensive. I'm still trying to think of a name for it if anyone has any ideas. I started a sculpt/model for the initial head. Still pretty early on but it's somethin to show, eh?!

Monday, April 27, 2009

Squirrely (almost) first pass...

Good progress today. I'll spend a good bit of tomorrow putting some elbow grease to it and then send it to render to get the old reel ready. He's a fun little character. Looking forward to seeing what other folks do with him after I release him:)

Friday, April 24, 2009

Blocking done...

On to linear on Monday. Have a great weekend all:)

Wednesday, April 22, 2009

Lip Sync Pause

It's close to done. Gonna give it a few days to settle and then swing back before throwing the reel together. All comments welcome. On to Squirrely!

Wednesday, April 15, 2009

Lip sync progress

Another day on the scene. Well, partial day. Making good progress though it's still in the "funky" phase when things don't quite look right. In the spirit of showing process if anyone cares to see. :)

Tuesday, April 14, 2009

Lip sync update and GREAT books...

First off, here's an update on where I was on my lip sync earlier this afternoon. It's coming along alright. I've been working on an in progress cut of my reel and am pretty happy with how that's looking. Need to do a bunch of stuff to finish it but what else is new. Plan on sending reels out in a couple of weeks. Going to be looking for short term onsite work, remote/freelance work so we'll see how that pans out. After the reel goes out I'm gonna work on a 2d project with a buddy at Portland Studios while I wait for responses. Two fantastic books came out recently and I highly recommend them both. I got one of them a couple of weeks ago and the first volume came in last week. They're amazing and worth their weight in gold to anyone not at a studio with drawing classes or in college anymore for that matter. Buy them now.

Tuesday, January 27, 2009

3d-ification...ACTIVATE

It's been an interesting process going from 2d to 3d. I'm pretty good on the initial pass at 3dizing my shot. Surprisingly, the 2d pass translated well even though he's moving through space. Haven't made as quick progress as I would like as I've been working on finalizing the shot following this one (which thankfully is done*). This should be a fun sequence once it's done. Moving on to linear. * When I say "done", I mean "artist done"

Wednesday, January 21, 2009

Another day, another wip...

Here's a quick update on the shot. Moving into 3dizing it and hope to have that pretty far along by Friday. Been doing some polish on the shot before and after this as well aiming for approval. It was a long weekend in Louisiana which was a nice escape. My mother-in-laws computer had a virus that took my best computer ninja skills to vanquish. Hopefully, that's all set. Back to it!

Thursday, January 15, 2009

030_020_020 2d Wip

Squirrely had to take a side seat to Henry this week. I'm working through my next shot on Garden City. Had a bunch of stuff come up the last few days so I haven't got quite as far as I'd hoped to, but it's coming along. Still very rough, but that's what WIP means, no? It's been a bugger working things out with the camera doing all kinds of crazy (can't complain too much there though...I did the layout...) Dave put together an up to date in progress version of the film this week and it's great to see it starting to come together. I love this part of the film making progress - from reel to real:) We'll prolly be letting that link fly here before too long to get an early "screen test". If you're interested, check back soon:)

Friday, January 9, 2009

Squirrely Starts his Obstacle Course...

I'm trying a new workflow for animating - doing it in 2d first. Animation Mentor had a webinar last month that Jason Ryan lectured and this was his workflow and I wanted to give it a go. This is the first day of animation on Squirrely's obstacle course test. I worked on the key poses yesterday along with "3dizing" my set from my drawing. I'm still playing with how it's gonna end up. Still a lot to go, but it's coming along. If you got any idears or see things amiss, critique away. Bokser is done with his freelancing, so it'll be back to Garden City next week for the most part. I'll try to get some more progress on Squirrely during the weekend, but it's looking kinda full.

Thursday, January 8, 2009

Real quick...

So this is Squirrely's next test. In the long tradition of Scrat. I'm gonna try and do some of the Animation Mentor exercises by myself and get some friend's feedback (as I can't afford AM at the moment). This will be my "Obstacle Course" one.

Tuesday, January 6, 2009

Squirrely Runs in Place

Did a quick test of Squirrely to test the rig. Nothing fancy. Pretty happy with the rig so far. I'll be changing some of my characters sets, cleaning up repeated and dead nodes and locking things down in general. Maya's doing some weird stuff with mental ray on the scene file. I may just pull the SSS shader and use a reg shader for the release version. Also, wow is Maya more stable on XP than OSX....such a shame:( Note - if you care to actually see the cycle better, you should be able to download it at the Vimeo site. They sure do make adding video easy...

Friday, January 2, 2009

Squirrely's Face Wishes you a happy New Year...

And so do I for that matter. Speaking of him, he's pretty much done. I'm gonna do some animation tests with him over the next couple of weeks and then I plan on releasing him to the wild and see what others do with him. This is a range of motion test on his facial rig which isn't as robust as I'd like but will have to do in the meantime. It's been a great year. Lots of change, but change isn't a bad thing. I've got idears of what to make of the new one, but more on that some other time. For now, hope you had a good new year and set some good goals for yourselves. Blessings!

Thursday, August 7, 2008

Last "Squirrely" update for a bit...

Gonna wait till after I've got his face rigged for any more postings. I used The Setup Machine 2 to rig him up and it worked great. Painting weighting has gone pretty quick and it's a nice way to quickly test the posing and make modeling changes accordingly. There have been several since the rotation render. He's already a lot of fun to pose around. I'm thinkin hard about picking up The Face Machine and giving it a go, the sample rig has a lot of flexibilty though I'm not sure how it will fare with a snout. I finally got some notes from Bokser on my shot shot so I'll get started on that when I can. Work has been some long hours trying to finish up a project for shipping this fall so progress on Mr. Blue might be spotty. I'm taking name suggestions for "Squirrely" if anyone has any idears.

Saturday, August 2, 2008

Squirrely has a Tail and Other Things...

My buddy Dave (who has a new website by the way) introduced me to a fellow worker of his who has had some great traditional and cg animation experience. He gave me some good suggestions for tweaking "Squirrely's" design. The most important being the transformation of the slightly-inflated-balloon-beaver-tail to something more of squirrelish semblance. Crazy thing is the guy went to a high school in the same town and same district I did - just a few years earlier. It's a small world sometimes... Some neato stuff hit the net this week:

  • Pixar's "Up" Character designs - Couple of characters are up. The attention to detail on the scouts gear is specially great. Even from the little bits I've seen about the film, it has great story potential.
  • Great little read on Facial Animation - Check it out. Written by Shawn Kelly from Animation Mentor. Being that facial animation is pretty much the vast majority of what I do at work, I particularly found it insightful. Facial animation is gravy, not the meat of a good performance.
  • Princess and the Frog trailer - As excited as I am about Keane's maiden voyage into CG via Rapunzel, it's about time Disney got back to traditional animation. Can't wait to see more.
  • Very creative little flash game - This is a fun little diversion from a talented flash animator named Nacho Rodriguez. I ran across another of his surreal shorts this week as well.

Wednesday, July 30, 2008

Squirrel Skins for All!

Well, for one squirrel at least....


I got Mr. Squirrely's texture done and started needlessly playing with some mental ray subsurface scattering and ambient occlusion. I gave fur an attempt but it just takes too long and I don't wanna mess with it. So there.

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