Sunday, 13 February 2011
Re Rigging pt3
Was happy with the rig I made fri/saturday but it didnt have any manipulators for the fingers and having to select individual joints to keyframe seemed messy so after a shed load of experimenting I figured out what to do to make my own controls for each finger and it worked!
Saturday, 12 February 2011
Re Rigging
After the crit on monday I realised how important the character performance was going to be, I thought keeping it limited was the way forward but it turns out its gonna be harder to do it like that which i dont mind but the setup machine rig I was planning on using doesnt fit what im after. Yes its a good rig and was useful for the tests but it needed a lot of persuading to do the things I wanted often with poor results so I figured rather than force it to work i'd go back and rig from scratch, therefore creating a custom rig for the character so it'll have what it needs and in setting it all up myself i'll have a better idea of whats going wrong later on. Probably not the smartest move seeing as ive not rigged a character before but here is the final (ish) rig, just need to add in some manipulators for the fingers to save going thro each joint individually and its there in full ik/fk glory... just hope the skinning goes as relatively painfree
Thursday, 10 February 2011
stuff
ive been thinking a lot about how i want this film to look and i keep coming back to paper plane... but i dont think ive got the experience or time to pull this off so im kinda lost with where to go next. Having a lot of issues with the setup machine rig and seriously concidering rigging it myself, the problem is in it adding an insance amount of joints which is making weighing a total mission, the space suit turned out ok but the hands and arms are really messy.
general feedback from the crit is that this all rests on subtle character animation which means getting a really solid rig sorted asap and some focus.
general feedback from the crit is that this all rests on subtle character animation which means getting a really solid rig sorted asap and some focus.
Sunday, 6 February 2011
Friday, 4 February 2011
Thursday, 3 February 2011
Wednesday, 2 February 2011
And so it begins...
Today Im starting to blockout the animation in maya and convert the current 2d animatic into a CG version, once this is done i'll go back and add the textures and the details once im sure that the space is right and theres no unecessary bg stuff etc.... The first key has been set :D
Tuesday, 1 February 2011
Moon Stuff
Rough Layout of moon to match storyboards, sky in photoshop
mock up of stars, first half is starry ish shapes and the second more like the drawing in ps, both are a bit much but maybe workable somehow
Monday, 31 January 2011
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