Showing posts with label 2010. Show all posts
Showing posts with label 2010. Show all posts

Wednesday, April 7, 2010

Slow out/Slow in and Secondary Movement

I also tried out a little hdr lighting

Slow out and Slow in & Secondary Movement from Ryan Mowery on Vimeo.



A short animation attempting to achieve three things.

1. Use slow in and slow out moving techniques.

Basically, adding more frames at the beginning and end of the motion, and having fewer frames in the middle. This gives the movement a more realistic look.

2. Have secondary movement.

This is basically having things move, in addition to the main action. For this animation, the balls keep rolling, even after they are no longer the focus of the shot.

3. Use HDR lighting.

This is all done using light probes. A very easy technique.

I have to say the HDR lighting is the only thing i feel very accomplished with here

the animation techniques are based off of some disney animators 12 principles of animation.
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html

More animation/video work here

http://www.vimeo.com/rmowery

Monday, April 5, 2010

Array Animation

This one was fun, I will do much better next time

Array Test from Ryan Mowery on Vimeo.

Thursday, April 1, 2010

Object and Frame

Even though we are turning this in as Jpegs, here is a rendered version i did

Object and Frame from Ryan Mowery on Vimeo.

Sunday, March 7, 2010

A little late, i know

This is the animation i had critiqued a couple weeks ago, it still is using the MoCap as well as the old nonsensical texture. I want to post a new animation of what my character is doing now, just so you could do a comparison and see how mcuh better it has gotten.

But anyway this animation isn't horrifically bad, it just has a nightmare amount of problems.

DGDG Feb 2010 from Ryan Mowery on Vimeo.

Animating screen captures

Animating is really starting to come along now. I'm getting better at easing in and easing out, as
well as getting the rhythm of the body movement down.














Here is a small screen shot and render of one of DGDG's poses:)














Tuesday, February 16, 2010

AudioPhile AKA Dude Guy Dance Guy aka DGDG is almost done

Here is a more up to date version of my character Dude Guy Dance Guy, doing a weird dance move. His arms have some problems still. But he is rocking some fresh new Adidas so he doesn't care.


I want to start designing a backdrop for this dance to take place. I am not sure if i want it to be in a city, or on a stage or what. I just don't know at the moment.

I have also been thinking of sounds for this animation. The song i will use will have to have the right tempo to match the dance.

A couple words about MoCap.

Where i left off last time, was just uploading the MoCap to my blender file.

After uploading the c3d file, you give the MoCap a parent child relationship with the mesh. Select the MoCap bones, then the mesh and hit ctr+P. In my case i then made the eyes parent child relationship to the model as well.

Now once i did this my model went nuts.

To correct the problems that have just popped up, Weight painting must be done.

Weight painting is where all of the magic is going to happen. Here is an image of DGDG in a pose, and below is the weight painted version to show what bones are effecting what.



By weight painting the bones of the mesh, you are telling the bones how much to effect each part of the mesh. When i first attached the MoCap to the mesh, the head was stuck in the body and the body was twisted around. Weight painting helped solve those issues.

Spend the majority of your time weight painting the model, IK solvers were not helpful for me, so i didn't bother to use them.

Tuesday, February 9, 2010

New Eye

I have been unsatisfied with the eye i previously made, and today i finally took steps to correct this.

This is the new eye
This is the old eye
This is an unwrapped texture vs the just color textures i had before. It some slight tweeking, but i liek this much more, it matches the body texture much better in my opinion. The green is closer to the body, and it has more detail.

Thursday, January 14, 2010

Character modeling full force





Tutorials are saving my life at the moment, the body is going well, im having a little trouble with keeping the poly count low, but i think it will work out in the end.

For future use*

16:30

http://montagestudio.org/tutorials-page/modeling-tutorials-page/modeling-a-lowpoly-character/

Quick array work


Just to keep in practice

Tuesday, January 12, 2010

First step of character

Here is just the head, i don't know how i feel about it, the mouth will def need to change. i like how the glasses are going. I think its looking a little to ninja turtle-ish. That will change once the body is created...


Not having a computer at home is making this process take FOREVER

Monday, January 11, 2010

character design ideas

I have Narrowed my choices of my 3d characters down to 2...

This is an alien with no mouth, just a speaker in the center of his body. This would be kinda fun because i think conceptually this character is interesting. I would not need to render any clothing, all i would need is a skin texture. At the same time i dont know if this guy would be as fun to create as Fat kid. He has hands, which would be a challenge.

A pudgy obese kid, who wants to be a super hero. Here i would emphasis his big frame and his skinny legs. This character would be fun to draw in a lot of ways, the clothing would pose its own set of issues as well as having this character look

Here are some samples of what i am sort of going for and more can be found here

http://graphicalerts.com/23-awesome-and-inspirational-character-designs/


I have yet to seriously attempt a humaniod character in blender, so either choice will be a challenge.

Thursday, January 7, 2010

Meeting with small group for character design project



Quick basic idea for character. I don't think i'll be using it though

The rest of the class was making screw drivers, I thought I would make one again, just for fun.