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Showing posts with label MDDN241_P2. Show all posts
Showing posts with label MDDN241_P2. Show all posts
Tuesday, 19 June 2012
Sunday, 10 June 2012
Light Experimenting
I have stumbled upon a big problem which I hadn't though of. I wanted my scene to be lit up in a way where everything was very clean and bright crisp looking but when using a dome light like in the first picture the render time for that one image was 34 mins and the second picture when I put GI on also gave me a look I wanted but again render times are way to high to I am going to either have to find another way to get this effect with less render times or make a change to my lighting idea.
Thursday, 7 June 2012
Walk cycle: 1
First attempt at walk cycle, I only animated the legs at this point I know need to put in hip rotation arm movement and maybe take a video of myself walking how I want my character to walk for reference.
Tuesday, 5 June 2012
play-blast hand in
After handing in my play-blast I realized I have a lot more animation to do and I'm not sure how I forgot about making a walk cycle so that's the next thing I have to get done before starting my animation again.
Saturday, 2 June 2012
Controls done for character
This will make animating a lot more easy. I made controls for elbows as well just in case I want to animate them as well. Took me a little while but I figured out how to make knee controls as well as eye controls to control one at a time and to control both of the eyes at the same time. Now I just need to put this into my nearly complete scene and get started animating for the play-blast hand in.
Tuesday, 29 May 2012
Character complete.
Weight painting all done and very happy about the play-blast extension not sure how I would of got that done in time with other projects as well. Now that this is all finally done after so long I can start my walk cycle and put my character into my scene.
Sunday, 27 May 2012
Friday, 25 May 2012
Scene
First attempted at scene, I know its fairy basic but for my animation I think I am going to keep it very basic. I am still not sure what I am going to do with the very end bit of the scene because I want a sort of play room to be there so I just need to figure out what it should look like.
Thursday, 24 May 2012
Progress with the weight painting
After hours and hours of looking at YouTube videos on rigging and weight painting I have come across something very helpful which is the component editor where I can select the vertex of my mesh and see which joints are effecting them and I can edit and control that. This should make the weight paining a lot easier.
Sunday, 20 May 2012
Skeleton finished
I think now most of the skeleton rig is done. I figured out the problems with the skin moving in the wrong direction and everything moves roughly how it should do. Now I need to get onto the weight painting and I recently found out about the controls and a master control you should have for your character so you're not moving the the joints just the controls which connect to the joints? if that makes sense.
Problems.
Weight painting not as easy s I thought and I need to make it so the eyes move with the body.. hmmmm
Tuesday, 15 May 2012
Progress with rigging.
I have solved the problem with the skin binding and I have now started the rigging with the bottom half of the body first. I think my IK handles are correct but the leg seems to bend backwards when I lift it up and forwards when I pull it down which is the opposite to what I want. I might need too tweak it a bit and then weight painting will hopefully help solve this.
Saturday, 12 May 2012
Start of the rigging process
So I've been working on my rig for a while now trying to get it to work but for some reason I cant seem to connect the joints to the body as you can see. I'm not sure what I'm doing wrong but its something I need to get sorted asap.
Thursday, 10 May 2012
Slight remodel
I decided to remodel my main character so that his arms are connected to his body, he has a proper mouth which can be edited later on and eyes with eyelids and a pupil. I have left the legs the same though and now I need to start the rigging.
Friday, 4 May 2012
Renders of Character
These are some renders I did of my main character to show what sort of materials I'm looking at using and the simple, shiny and clean look that I want to give.
Script For Animation
Two blobs are playing a game of tag one day. There is a
younger and an older blob the older one has legs where the younger one doesn’t
because he hasn’t grown any yet. After the older blob tags the younger blob he
knows it’s a game and tags the older blob back after that the big blob tags the
younger one he then runs up some stairs where the younger blob can’t get him.
The younger blob tries to get to the older blob but fails every time. Then
suddenly a secret room or door comes up out of the ground. The younger blob cautiously
goes into the room and then suddenly the doors shut and he tries to get out, it
goes all quiet and then the doors suddenly open and he has legs and arms and is
really happy, after that he easily goes up the stairs and tags the older blob and
then jumps across some swings where the older blob can’t get to. The younger
blob smiles in victory and then the screen goes blank and you think that the
animation is over but then It cuts back to a quick scene of the older blob
outside the secret room with a smirk on his face and then it ends.
Character Description
My Character for the second project is Bob and Rob the
blobs. My idea came from “banana” from a short animation of the minions from
the movie “Despicable me” and for my concepts I got my inspiration from Eva
from the movie “Wall-e”. I like how both these things were very playful and
simple with the animation and character design.
My Characters Bob and Rob, who are brothers, are not born
with legs or arms they get them over time or with “upgrade” rooms which speed
their grown up which is why Rob the older one only has legs and Bob does not
have legs or arms. Although the main body of Bob and Rob is blob like material
the legs and arms of these blobs are a lot stronger and robust because they
normally get them at an older age. Bob being the main character is a child blob
who typically likes to play childish games and doesn’t like to give up but has
always been known to get upset when he loses therefore, Bob is a sore loser.
Rob is very similar but being older and a little bit more mature he is not as
over reactive.
With my character I wanted to show a lot of different
emotions when reacting to different situations like how a child would. I wanted
to have Bob go from a happy little blob to a sad little blob in an instance. To
help give more attention to their facial expressions the design of the
characters is very basic, this also fits in with what age they are as well.
The blobs are in an
indoor playground place where there is lots of room but not a lot of activities
because there isn’t a lot a Blob can do even for the older kids since there is only hand
swings there for them.
Thursday, 3 May 2012
Character modeling
Development of modeling the different parts of my character. At first the legs where just a simple oval but I added simplistic details to make the overlook of the legs better and more believable to be some odd cartoonish like characters leg. For my joints from the legs and arms to connect to the body I have decided to make it the joint with a ball so it has a wide rang of movement and it is nearly completely hidden. With this model I have basic eyes and mouth because for my animation I am going to have to be rigging up a wide range of emotions so the base model had a very plain look and/ or expression. Also the parts of the body connect with the body so the joints are quite flexible with the design if I wanted to tweak them a little bit.
Environment.
The environment in my animation is a very basic and simple which fits well with the character and has a very clean look to it. I haven't added it in but I was thinking to make the environment seem a little bit less barren that I might put in extra random blogs in the background,
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