Saturday, 7 January 2012

MEL script 0.4 - Grave Animation

Fucking blogger is too bloody slow with uploading and editing, idiot thing.Anyway, I just wanted to add that the grave in middle has an animation in it.

MEL script 0.3 - Graveyard Generator

I will never learn to do my assignments on time, well start them on time, I always meet the deadline. Now I have like 3 days to finish my MEL script assignment, which is not the easiest, but I am sure I can do it. I did lots of progress today and day before. I think the longest part was to make all the models I need. I am 99% finished with those, so all good. I have some of the procedures and interface elements written down too. It took a while to design stuff and then figure out how the script is going to work and efficiently.

Tomorrow I will be finishing off the interface code and all the procedures as well, it shouldn't take too lonf if I wont fuck around. I would like to be able to render everything and make a video about it that day too, so on Sunday I can just write my report and on Monday finish it off.

Hardest things so far was to find out how to enale button that starts un-enabled, took me like hour on the net to find out. And then designing how the graves will be layouted, but that wasn't too complicated.

Here are some images, grave models, textured models, layout test and then with fences and gate.


Sunday, 1 January 2012

Blitz Games Open Day

Didn't do much for a while since I am trying to rest over the holidays, which isn't really working out, but meh, watching Battlestar Galactica is kinda fun too. Anyway, I hope to get into Open Day for Blitz and they asked for some work as part of the registation, since I'd like to get into enviroment art and texturing if I go to Games Industry I chose to make low poly enviroment. The brief said they will give special consideration for models suited for games, hence why low poly, hopefuly they will get it.

I did a gate because I wanted to do something with textures rather than polygons, and since I saw in Hitman how they did fences I thought it might be fun to do, which it was. It looks like it has lots of details, but in fact its only like one place with transparent texture on it.

Friday, 16 December 2011

Maya 5.5 - Animation Submission

The animation is finished and ready to be submitted, I probably could have spend more time on it but I am happy with it as it is now and don't want to over do it. Below is the animation iteself, my Technical Brief Summary and Reflective Evaluation.

Behind Tears of a Clown



Technical Brief Summary

The hardest and in my opinion also the most crucial part of the animation project was to correctly rig the character because it is important to be able to effective control the body to convey character’s body language. The legs and feet play major part in the animation so I have crated “reverse-foot” rig by using joint, IK and FK handles to be able to move the feet naturally and have great control over them. 

The feet move on and off the unicycle paddles so I have used Colour Blend node between the group that controls the feet controller and locator constrained to the paddle. That was I was able to control when the feet move freely in the set, while the character walks for example and when they follow the paddles so it looks like the character is paddling, I believe it was more effective than to key frame the feet and paddle individually throughout the animation.  
  
Another important part was to currently parent and group the individual elements, such as the body mesh, unicycle, IK handles, controllers and so on. I have used main controller to move around the character with all the controls but I have used a group to group all elements that were required to move together. 

 
Reflective Evaluation

After I have decided on the character trait and action I have conducted research on the emotion and its body language, as well as researching ideas for character design. After looking at several images I drew few design ideas for the character, a sad clown. The face was one of the most important parts for me because I have decided to use a texture for the face, for I wanted to use the body to convey the emotion instead relying on the face animation. In the end I thought run-down and messy clown make up with sad expression would work the best.

In the final animation the face is texture is small and not greatly detailed because I just wanted it to show the expression but not stand out too much. For the same reason the character has mainly only basic pale colours. If I had more time to work on the texture I would take the time to stich the UVs together in a better way so it would have been easier for me to paint it.

When deciding colours for the character and the set I have somewhat kept the Colour Theory in mind and picked pale greens and blues mainly, in attempt to make the set appear cold yet not too depressing. Few parts are in red so there is some contrast in the colours.  

The main problems I had while animating were the hands. I have used IK handles that I believed would make it easier for me but it was really hard to animate smooth curves when the arms moved, I believe FK handles would have been more efficient and helpful to animate the arm more easily, it helped me to learn just how important the rigging process is and to plan it more ahead.

Thursday, 15 December 2011

Maya 5.4 - Cry Clow, Cry!

I believe I have finished my animation with the clown. Would have probably spend more time on it if I didn't play Baldur's Gate DAII for like 9 hours yersterday. But nevertheless I am happy with it, I dont think it needed more. Might play more with the renders in uni to make it lil bit slower, maybe will just try to expand the keyframes somehow. The snapping between the clown on the floor and him falling seems to quick. Anyway, here is screenshot and then the render.

Monday, 12 December 2011

Maya 5.3 - Walk Clown, walk

Took me a while to do all I wanted, had to keyframe bunch of parts and make sure they flow nicely, also adding Squash and Stretch to the belly was somewhat of  a paint, not to mention bending to the heair, and too many distractions as well, but I am happy with it. Now only if the numbers in my head would stop.., 1, 7, 13, 19, 25....

Sunday, 11 December 2011

Maya 5.2 - Let the animating begin!

Yesterday finished sorting out the movements and controls for the wheel and feet. Today I build small scene and set the character into its starting position, just gotta remember to key everything now and its ready to animate. Starting way later than I planned to, but I have 5 days for it, so should be all good.