Monday, October 8, 2012
Friday, September 21, 2012
Morpheus Rig 2.0 Kickstarter Teaser
It's about time for an update, no? We're super excited to get this ball rolling.
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!
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Animation,
WIP
Thursday, August 9, 2012
Morpheus 2.0 Kickstarter Preannouncement!
This September, CG Monks will be starting a Morpheus 2.0 Kickstarter campaign to help fund the project. We have a lot of ideas and would love to get moving on the project but we want to try and find a way to fund development of rigs like Morpheus and Squirrely, tools, assets and other projects for the community we so loving being a part of. We reached out to many of our communities and a Kickstarter campaign was one of the common themes we kept hearing. So, we're gonna give it a shot.
What we're looking for now is quality versions of some of the great animations we've seen on the internet. So, if you've created a great animation with Morpheus and want to possibly be included on a best of video to be featured as a part of our campaign, please upload a good (hd is preferred) version of it to Vimeo and send me a link to the video - (no spaces) j j b u r t o n @ c g m o n k s . c o m. In your message, please list your name and an email or webpage if and as you want them specified.
I'll post again when we have a better idea of when the kickoff date will actually be.
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cgMonks,
Morpheus,
Work
Friday, July 13, 2012
Epic Mickey Work...
Well, it's finally up. At least a good chunk of it...
I had the pleasure of working on this project last fall and a chunk of this spring. Last fall I animated a segment (all of which is in this vid). The majority of my work on the project was rigging character faces, rigging other stuff and swapping in and out mesh updates on rigs. I wrote a good chunk of my blendshape transfer stuff during the project to make the workload manageable.
Specifically I animated from 3:58 - 4:36 except for the lightning storm exterior, doc at the window and Mickey in the tv at the end so the Gus working and Ortensia observing stuff. Gus was a lot of fun.
Crummy thing is I did another pollish pass on a bunch of my shots but they apparently didn't make it in the render pipe...the joys of production:)
Dang, it's been since last fall that I've animated full body stuff. Python has me in a death grip...
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Labels:
Animation,
Video Games,
Work
Tuesday, July 10, 2012
Morpheus Needs help...
Or rather I do in helping to plan next steps that involve ole'Morphy. If you're a fan, please take a moment to fill our a survey to assist or maniacal plan making:)
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Labels:
cgMonks,
Morpheus
Tuesday, July 3, 2012
Happy Independence Day!
If you're not from the US, you can celebrate independence from Maya's frustrating attribute editing tools with our latest tool! Hope you enjoy and if you play with pop bottle rockets, after you light them remember to let go (as my grandfather laughingly told me after I neglected to do so)
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cgMonks,
Python
Tuesday, June 12, 2012
cgmWeekly is back!
- Prometheus - beautiful film with a couple of plot holes. Saw it in IMAX 3d and enjoyed the experience a lot.
- Legend of Korra - Anyone else geek out at this weeks episode? How cool it is to see Aang again. Man, I love that show.
- Guild Wars 2 Beta - So good....get it out now ArenaNet!
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Cool Stuff,
Movies,
Television,
Video Games,
Work
Wednesday, May 9, 2012
A snapping update!
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bbThingamarig
Thursday, April 26, 2012
Face Rigging Webinar Next week...
Doin a webinar next week for Faceware if anyone would like to hear my ramblings on facial rigging. Planning on covering blendshape and joint based rigging as well as a bunch of tools from CG Monks as they relate. If you'd like me to cover anything specific, lemme know:)
Sign up here.
Monday, April 23, 2012
If you've not been checking....
There's been a whole lot going on over at CG Monks. The tools are coming along and we've gotten some fantastic contributors to the tool set. Here's this weeks vid from there as a way of enticing some more testers...:)
Also, I started up a new Best of Morpheus channel via CG Monks as it's a bit tedious hopping back and forth between accounts. There's been some fantastic reels lately so if you want some inspiriation. Check em out. Here's one with some great customizations:
Tuesday, March 27, 2012
CG Monks!
- Creating commonsense tools we actually use on a daily basis including our own modular character rigging system
- Creating a community collaborative site that acts as a virtual studio, place to get community vetted tools and assets, and to get questions answered
- Creating stable character (including Morpheus 2.0) and prop assets that follow common sense and animator friendly standards.
I'll probably do most of my blogging there for the foreseeable future so if you'd like to hear more of my yammering, head thataway.
Thursday, March 22, 2012
Do I really need that....?
Ah, the therapeutic process of geeks everywhere. Getting a new machine setup is both annoying and refreshing. One such part of the process is thinking through the apps you had and culling out the proven useful from the 'why didn't I get around to uninstalling that'.
Here's some picks that carried over:
- Bulk Rename Utility - great general purpose renamer for files
- Filezilla - my ftp of choice for some time now
- Evernote - I come to really enjoy this note keeper after google notebook went the way of the dodo
- Wing IDE - my coding tool of choice. Just to think this time last year I was still coding some in notepad.
- Dropbox - Oh I can access my import files from anywhere, with revision history and shared project directories with friends and clients? How I ever got along without this before I have no idea
- VLC Player - great all around player that works with most anything.
Hopefully I'll be able to make an announcement on another front in the next week or two stay tuned:)
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Computers
Tuesday, March 6, 2012
Happy Birthday me, you all get a present!
I turn the big 34 in a couple weeks. Exciting, no? Back to the important bit about a present to the internets.
After a year of getting many inquiries and frankly just not knowing how I wanted to handle it, my mind has been made up. I haven't had a chance to change the docs page but I shall when I find a second.
You may now use Morpheus 1.0 for any commercial venture you please providing:
1) credit is given where appropriate
2) Use is in keeping with the "Would-Pixar-make-this" rule (no porn, no "Killing puppies is neat" promotionals)
No fee is required though you're always welcome to donate on the official Morpheus page.
I hope to have another announcement on my site before too long about a new venture among like minded riggers and that entity where will Morpheus 2.0 production will commence from. Sorry it's been so long of the tooth on updating. Life is busy:)
Thursday, January 5, 2012
Happy New Year. Hope it's not our last!
Sorry for the gibe, keeping seeing blurbs about Mayan prophecies. Hope everyone had a good New Year celebration. My wife and I brought it in playing games with neighbors and eating pancakes and bacon after the clock turned.
Like most folks, I took the time to take inventory for the year. 2011 was a great year for the studio of one on the prairie. I'm grateful for all the projects that came along and I made a lot of progress leaning python as well. In terms of projects the highlight of the year was definitely the Nintendo E3 project though there was a close one the last couple of months that I'll be able to add to the reel sometime towards the end of the year if schedules go according to plan.
Morpheus has been blazing a trail across the internets and this month saw some great entries on the 11 second club. Including number 2...
- February - closed release of the first pass of rigging tools
- April - closed release of the character rigging system
- Learn ZBrush and start working on some new characters
- Fall - Morpheus 2.0
Monday, December 5, 2011
Merry (Insert your winter holiday of choice, but for me...) Christmas!
Morphy tip of the month: If you're having slow playback, try commenting out the squash stretch expression. How do you do that? Open the animation expression editor and find the morphy squash stretch expression. At the very front, put a '/*' and at the very end, put a '*/'. Then edit.Morphy is one year old this month. Happy birthday, buddy.
First off, if you're interested in listening. I had the pleasure of being interviewed by a passionate animator in Austin and that podcast is now up. (Does everyone think they sound more nasally than they think they should when hearing one's voice?) - http://altanimation.podomatic.com/
Back to Morphy....
Several shots on Stina's reel
- Second place's fun cast
- The interogatee in Third place
- Loved the shader work and animation both on this one
- Really liked the proportions on these guys
- Many many more good ones, check em if you're interested:)
Sunday, December 4, 2011
It's gui in the middle...
- One button/many functions - One things I love in silo is how so many tools are contextual and that's something I've tried to emulate where possible. So there's a lot of logic going on behind the scenes to figure out what do based on your selection
- Easy help - the help stuff doesn't load by default (it's the stuff with the lightest back), there's a toggle that turns it on. It's on in the attached image
- Build a base tool module that all the rest of our tools can be built from.
- Less steps. Anything created with a tool should be named intelligently. I'm using my bbAutoName stuff as a base for naming everything in the system and it's working pretty well so far.
- Makes named locators off of pretty much anything - anything with a pivot, faces, verts, edges, cvs, curve or surface points and I think that's it.
- Locators created match point, rotation and rotation order of source objects wherever possible.
- Creates locators at the pivot of objects by default (objects only, not components), option to make it use the bounding box center for point position if desired
- Intelligent naming - you'll always know where a locator came by just looking at it's name
- Create a loc at the center of a selection - objects, edges, whatever...
- Create a loc that's the closest point on a surface to a target object - works with polies, nurbsSurfaces, and curves
- Loc every cv of a curve either at the cv position or at the closest point on the curve to that cv
- Update any locator made with the tool either over time or just on the frame you're on
- Tag an object with a locator so you can update that objects position just like the locator
- Bake every frame or just keys on the tracked object
- Get the template stuff nailed down so that any tool can call what it needs.
- Several other batches of scripts need to be gui'd
- Figure out how to handle older versions of Maya
Wednesday, November 9, 2011
Only one month to 2012....
Where does the time go....seriously.
Morphy Tip of the Month: Please, please read the docs or check the threads on 11 second club. Most of the emailed questions are a bit... repetitive:)This month in Morpheus....
Some great posing here and I do believe the first cross dressed Morphy:)
Do believe this is the first cross dressing Morphy vid I've seen:)
Great showing on the 11 second club this month with Morpheus entries in 2nd, 3rd and 4th places as well as peppering through the rest of the entries. AND most of them female. Bout time:) Nice work all!
As a short update -
- Been working hard on a cartoony freelance gig (animation and rigging) for the past couple of months and locked on that through early December. Had a lot of fun with it and can't wait to see the final renders. It's NDA so it'll be a while till it makes the reel.
- Garden City is moving along as well and deep in cloth sim and shader work. Bokser has been sending me updates and it's looking awesome. The film may actually be out by next summer. Whoda thunk!?
- Hoping to get a nice block of time at the start of the year to finish up the rigger but we'll see how that shakes out with work and all.
- SO MANY GAMES. Batman was incredible. Zelda in a couple of weeks. Loved Orcs Must Die and
playingsuffering (seriously, a death penalty that makes sections an unnecessary time sink?) through Guild Wars just because the sequal looks so amazing.
Wednesday, October 5, 2011
Is it really October already....
Morphy Tip of the Month - If you hit render and all you see is black. You're most likely either 1) not using mentalRay or 2) don't have the textures connected
Been a bit busy, started another project I'll be in through December and last week did a demo of Morphy at the Austin Autodesk Group - it was a fun time and nice to see some old friends. Got a link from someone with pretty sweet lookin camera rig I'd love to try out when I can. Check it out here - http://renatopolimeno.com/rp_camerarig/
From the 11 second club -
- Great one of an old man on a bench
- An unhappy clown
- I THINK this is a Morphy batman from the silhouette but not 100%. Regardless, it's a good one.
- Some great hand stuff on this one
- Guy with a crutch
- Great lip poses
- Cute kid and grandpa
Friday, September 9, 2011
A Week in the Life Between Gigs...
Some folks wonder what freelancers do between gigs. Well I can't speak for them but for me more than a few days without a project to work on is a painful thing - I just really enjoy making stuff. As I've been posting sporadically, since the start of the year I've been working on a python rigger so aside from doing a little animation with Morphy a few months ago, that's what I work on.
Aside from the typical things of course . Like spending time with my wife when she gets home, grocery store trips, joggin the dog, cookin dinner and workin through mountain of stuff that gets put on the backburner when those crazy gigs come - oil changes, home repairs and the like. Also reading books. I read . A lot. My brother got me caught on The Game of Thrones series so that's kept me busy about a month of reading. Should finish the last one (so far) next week or so. Highly recommended if you like the fantasy genre in the slightest - except for you, mom....maybe a little non-PG. Some characters I've loathed I've come to really like. Except Cersei, I'll be amazed if Mr. Martin can redeem her.
Back to python. Maybe other TD's work different. I've never really worked in a studio setting with other td's writting code so I don't know but I find myself circling back through things I thought I'd fixed days before. Also, my libraries of functions have gotten huge. Can't believe how long it took to figure out the traceback feature in Maya....like this week. Some days I feel like an idiot.
Here's my running log from this week so far(which I've been using evernote for note keeping and really enjoying). For code writing I'm using jEdit and version tracking via an online code repository.
Mon
- bbRiggingLib
- locMeSurfaceCV
- setCurveByColor(obj,color)
- setCurveByIndex(obj,colorIndex)
- bbDistanceLib
- returnDirectionSortedDict(targetObject,objectList)
- returnClosestObjectsFromAim(targetObject,objectList)
- bbSkinLib simpleControlSurfaceSmoothWeights
- added a lot more calculating, doing a pretty good job now (though a little slow cause of all of the measuring)
- bbAttributeLib
- doSetAttr(attribute,value,forceLock = False)
- set attr replacment that ignores locks, relocks if it was locked and has a forced lock override
- doConnectAttr - see above
- bbSpineRig
- pretty much workin now want a better ribbon setup but the spine works with squash and stretch
- bbDictionaryLib
- returnColorIndex(color)
- returnColorDict()
- returnRotateOrderIndex(ro)
- returnRotateOrderDict()
- returnVectorToString(vector)
- bbDistanceLib
- returnClosestUPosition - made it work with compound curve objects
- returnCenterPivotPosition - returns the coordinates of the pivot of a bounding box of an object or objects
- bbModuleLib
- returnSettingDataAsFloat - culls in the data from the settings as a float, parsing it if there are ',' to a list or to an array with the '|' divider
- bbCurveLib
- createTextCurve(text,size=1,font='Arial') all the text curve under a single transform
- createTextCurveObject(text,size=1,name=None,font='Arial') stores info for easy updating of the text or font
- updateTextCurveObject(textCurveObj) recreates the text with new text and font info sizing it the same as what was there and replaceing the shapes that were there. All while leaving the original transform node unmolested
- bbRiggingLib
- centerPivotLocMeObject - like loc me object, however, for positioning purposes, uses the bounding box pivot of the object instead of it's actual pivot
- bbControlMaker
- moved the limbControlMaker here from bbLimb
- bbModuleLib
- createdcreateSizeTemplateControl - which makes a template sizing object for initital sizing data
- bbSearchLib
- returnObjectType - fixed logic for detecting shapes
- bbRiggingLib
- setCurveColorbyName & setCurveColor by Index - added shape detection so that if you feed it a shape instead of a curve it just does the shape, if a curve, it does all of it
- bbCurveLib
- made the update text account for parent scales to ensure it maintains it's proper size and stores the new scale, also made it retain curve color info
- Added duplicateShape because it's apparently not easy to do so with basic maya commands added gear, eye and teeth shapes
- bbControlMaker
- MasterAnim almost done working
- childControlMaker which will come in all kinds of handy
- bbAutoNameLib
- more fixing of the auto name logic made storeInfo default to locking the attributes, however there is a leaveUnlocked bool option now
- bbMathLib
- multiplyList - does what it says, ignores 0's
- bbRiggingLib
- parentPivotLocMeObject - takes the pivot of the immediate parent of an object instead of it's own while still matching orientation and oration order of target object, world if no parent is present
- returnColorsFromCurve - queries the colors of all the shapes under a curve and order them by volume encompassed
- bbCurveLib
- made duplicateShape work with curves with children (yay compound curves!)
- bbLimb
- started the changeover to the new template setup
- bbModuleLib
- returnOrderedModules (redo) - Changed it to read the hierarchal relationship of the modules stored via message nodes to produce an order instead of the wonkier version I had before.
- bbControlMaker
- MasterAnim done
- childControlMaker done
- bbControlMaker
- Heirarchy changes to the size object
- bbLimb
- returnTemplateSizeObject - returns existing objects or makes them and returns them if they weren't found
- doGenerateInitialPositionData
- initially looked at using curves from the start but am leaning towards just orienting locators aimed where I need and using multiply lists below against standard ratios stored via settings.conf
- bbRiggingLib
- aimSnapUpObject (added)
- bbDistanceLib
- returnClosestUPosition - made it work if you feed shapes in it
- bbMathLib
- multiplyLists - multiplies lists of values - [[2,3,4],[2,3,4],[2,3,4,3]] = [8, 27, 64, 3]
DESCRIPTION:
Generates a radial array of controls around a base control where things start at noon and it divides
the clock positions by the number of controls to make. You can also change the mode so that you can
tell it where to start on the clock and increment which to use.Stores the children controls to the baseControl
as a message node and stores the parentControl info to each generated control. It also takes into
account the colors of the baseControl using a secondary color if it exists.
REQUIRES:
baseControl(string) - The control we're working off of
controlTypes(list) - the controls you want created. If the type specified isn't in the base settings,
the control is created as a bbTextCurveObject
Presets - settings
visibility
mode(list) - (['even']) - mode to set our values by and other information as required
Options - ['even']
['incremental',30] - the firest term is mode, the second
is the degrees to separate the controls by. Can be negative
baseAim(vector) - ([0,0,1]) - which way does your master control point
baseUp(vector) - ([0,1,0]) - which way is up for your master control
offset(int/float) - (0) - offset the starting clock position
scaleMultiplier(float) - (.25) - multiplier for scale (default is .25) of the absolute size of the parent control
distanceMultiplier(float) - (1.25) - multiplier for distance to travel
localRotationOffset(vector) - ([0,0,0]) - offset rotation for the controls if you want it
aimChildren(bool) - (False) - aims the controls at the root of the base if True
zeroGroups(bool) - (False) - if True adds zero transform groups to zero out the controls
lockHide(bool) - (True) - If true, locks hides and makes unkeyable the typical transform attributes per control
RETURNS:
controlsMade(list)
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Labels:
bbThingamarig,
Freelance




