Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

15 April 2011

Shoeless Joe

Ladies and gentlemen, meet Joe. Based on baseball legend Joe Jackson, and a drawing I did waiting for maya files to load about a year ago, I've made it into a personal project.

He's a about 9000 polygons. Thought about taking him into Mudbox, but the uniform (Maya cloth) will cover much of the work, and the anatomy in Maya alone looks fine. I'm a fan of Advanced Skeleton for quick rigging, but I created my own rig for this model. The blendshapes were awkward and didn't work well for the facial shape, especially around the mouth, so I did a little research, and decided to rig facial bones and animate the attributes as blended weights. So limited blendshapes.I used locators for the bones in the face to change the pivots of the facial bones for the driven keys, but still maintained manual control of each joint. The locators for the joints in the mouth in chin were in the middle of the head, and the cheeks and eye joints in the center of the corresponding eye. Other pivots were placed as I needed them.Double hierarchy for the locators of the facial bones for the set driven key. Driven keys first, then manual keys. Undergoing a few animation tests and I'll set the cloth up.




28 April 2010

Not Just Another Walk Cycle

Character walk work-in-progress of a rotund man walking toward the camera, adjusting his pants. Right now I'm modifying a chart for a walk on 16's (legs and body) and I'll chart the arms and hands a little differently. Overall, I'm pleased. The silhouettes are easy to read and the arcs support the action.

12 March 2010

Cats and Rabbits

They aren't that pretty, but it beats watching the scripts in the output window scroll as I wait for my Maya files to load.

23 January 2010

Planning my poses

Just planning some of my key poses for this little animation I'm putting together. My plans have changed a little bit over the past few days and I'm trying to organize my thoughts.

12 November 2009

Playing with rigs


Who knows. Maybe sheep do walk on their hands...

I changed a few things about these monsters before I started my scenes. Some eye control issues and strange scalers I couldn't figure out. What I learned, I think, from working with these rigs daily for the last several months is that you have to work with what you got and it is what it is. If you know enough about the rig and know what the limits are, you can get some pretty flexible action from the worst skeletal setup. Of course, it better have principles. The only way to really know what kind of action you're going to be able to get out of a rig is to make it do things you may never have to do in an actual scene. Then when you sit to plan, you know ahead of time what you're up against.

Good animation I think makes up for a bad rig. Really doesn't go the other way around. Bad animation makes the best art bad. That's the hard part about 3d. Got to love that kind of challenge if you're an animator.

18 September 2009

Skin Diver and Mermaid




This apartment has poor lighting, and my webcam is not the best. Sorry. Need to invest in a scanner, but I use 14x17 paper for most things in my flat book, so right now, I'll have to deal with it. These pictures were done with markers.