Showing posts with label UO. Show all posts
Showing posts with label UO. 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

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.

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, February 4, 2010

Motion Capture: An ARTD 471 Side Project

I wanted to upload a small 1-2 sec test animation of the character so far but time is not on my side today. So instead I'll start working on my side project a more in depth look at motion capture.

For my 3D character I decided it would be a fun route, for the animation, to try to incorporate Motion Capture.

To start with

http://mocap.cs.cmu.edu/

This is a really good site with free High Quality Mocap files. Be sure to download the c3d formats if you are using blender.

Motion capture is Readily available online, alot of site charge you but some are free.

These files are huge. A lot of them 120 frames a sec, it will take a bit to load up.

Once it loaded up alt + a to play the animation.

Next step is to attach the armature to the model.

I will be posting, from time to time, more info on this subject. It is a new subject to me, so i will post any interesting articles, sites, and Tutorials i find.

Thursday, October 1, 2009