25 June 2011
Wardrobe Malfunction
Various passes tweaking the attributes for the uniform for my Shoeless Joe character rig. The first playblast shows the nCloth with basic attributes applied to it. The initial uniform mesh was first bound to the skeleton, just like the body skin, and the weights were copied from the original mesh onto the uniform mesh. At least then, you can pose the character however you want, and the uniform mesh moves with the rest of the rig. After binding skin, make the uniform mesh nCloth in the usual way. The belt was skinned the the main hip joint, and set as a passive collider, which in hindsight may be a mistake on my part. I'm thinking later trying skinning just the buckle to the main hip, making it a passive collider, and then making the waist portion of the belt nCloth as well.
The referenced rig in the scene. From here, I referenced a workflow borrowed from a gentleman who is absolutely brilliant, Duncan. If you frequent the Autodesk forum AREA, you can see his blog post regarding nCloth workflow for animation here: http://area.autodesk.com/blogs/duncan/basic_cloth_on_character_setup. Basically, you connect your original mesh to the posed nCloth and make a rest shape, which will pull back the stretched mesh in simulation. After that, you paint weights on the cloth mesh under a couple of different attributes, depending on how you want that part of the mesh to behave. It's trial and error as it goes.
Maybe time to cache everything out and finally inbetween and cleanup this piece- I can't believe I let it stay this way for so long. After the animation is clean, it will be easier here to diagnose problems with the cloth, and key the attributes necessary to make it look a little more natural.
24 June 2011
Pimp My Flash
Some of the newer assets for my portfolio site, www.pacificasauer.com. Still ironing it out, but I've finally figured out enough of the script to make most of it work (thanks to a lot of reading).Wanted to give an interface that incorporated the entire scope of my work- from the classical to the digital, so I included a little bit of everything.The lunchbox and monitor for "Work-in-Progress" video.Wish I had an old broadcast safe monitor like this one, though.Couldn't live without my Wacom and stylus.Haha, my drawing board is next to my bed... one of the only things I would need to take with me if I had an emergency and had to go.
Labels:
action script,
as2,
assets,
cs3,
flash,
illustrator,
website
19 June 2011
Risky Baseball - Joe's Rig Test
Joe's rig test. I owe the walk cycle charts and timing to Eric Larson and Milt Kahl, so I wish you'd appreciate it when it comes around. I modified it a little, but basically, it is the same strut of arrogance and overconfidence that Casey, from Casey at the Bat (1947) had walking to the plate. Joe's bat's name is Black Betsy. Video below, rig is absolutely raw at this state, with no corrective blendshapes or PSD's. In case you wonder why he is in his shorts, the uniform is nCloth, and while I have some settings arranged, the model's rig test was to be bare to see weighting problems easier. The tangents are still in linear, and I sped up the end in the interest of time, but it's looking really good for good ol' Joe that he'll get to play baseball again.
Think he's proud enough?
Think he's proud enough?
Labels:
3d animation,
casey,
facial rigging,
maya,
methods,
rig test,
shoeless joe,
walk cycles
07 June 2011
blah blah blah
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