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Showing posts with the label Rigging

2nd Year: Resit Submission Post

Pipeline 1 Head Modelling Body Modelling UVing Skinning Rigging Facial Rigging Part 1 Facial Rigging Part 2 Facial Rigging Part 3 Texturing Turnaround Pipeline 2: Lighting & Rendering Mental Ray Part 1: Samples & Quality Control Mental Ray Part 2: Final Gather Mental Ray Part 3: Linear Work Flow Mental Ray Part 4: Physical Sun & Sky Mental Ray Part 5: Portal Lights Mental Ray Part 6: Mia Material X Shader Mental Ray Part 7: High Dynamic Range (HDR) Lighting Mental Ray Part 8: Displacement Maps Mental Ray Part 9: Ambient Occlusion Mental Ray Part 10: Motion Blur Mental Ray Part 11: Mental Ray Proxies 11 Second Animation Post 1 Post 2 Post 3 Post 4

Summer Work: The Daily Update!

Nose Rig Added Eyelids Added  Brow Controls Added  Final Scene Clean-Up The Part was probably the most difficult as it uses an immense amount of blendshapes, and even though I had already named everything I still struggled to finish this sucker up. I do understand Blend Shapes a lot better, but I still need work. Apart from one bug in this rig, the whole thing seems to have come out okay.

Summer Work: The Daily Update!

Facial Rigging Start Head Joints Head Controls  Mouth Ribbon  Mouth Joints  Mouth Controls Facial Rigging (Like Rigging) isn't too hard to work out. I found binding the head and working the method for working to be very enjoyable and I really felt like I've learnt something from this. The only hard part was the mouth ribbon spine.

Summer Work: The Daily Update!

Tongue, Gums and Teeth, Added  Facial Blend Shapes Blend Shapes Intergration Eye Following Control The Cheeks have been given the "Thinning Treatment" I did implement the blend shapes and set the drivers so when the jaw rotated, the model would change. The part was also not so difficult but still took a reasonable amount of time. I do struggle with blend shapes, but that probably due to me being a bit out of practice.

Summer Work: The Daily Update!

Base Shapes  Leg IKs Foot Controls Kneecaps Hip Movement Spine Controls Arm/Hand Controls Hand Controls Master Control and Colour Coding Visibility Control Reattached Head So this was a pretty nice process, rigging. Overall there are a lot of things to be taken into consideration when doing this, how the model is made, how the model is skinned, etcetera. If you've done the work well before then this part is not very tough, but if done incorrectly this can butcher your whole model. 

Summer Work: The Daily Update!

Ribbon Spine Created  Rig Fully Created Knee Skinning Refinement Head Connections Reworked  Fingers Skinning Refinement Arm/Shoulder/Elbow Joints Refined Neck Skinning Smoothed Ribbon Spine at Work Initial Leg Skinning Refinement Legs Fully Skinned and Smoothed Pose Space Deformers, Arms Pose Space Deformers, Wrist Pose Space Deformers, Pelvis Pose Space Deformers, Boots Model Fully Skinned Skinning in a weird way is a lot like modeling, You have to constantly refine, refine, refine, until you either get something that works or something your happy with. Like UVing however, this process can be a little hard to figure out but gets easier the longer you do it. It is important to save a lot of your work though, as well as name and organize everything, having the joints named in the skinning menus is super handy rather than having to constantly look at your model, your r...

Animation Toolkit: Submission Post 19/05/2017

Film Reviews Mary & Max (2009) Spirited Away (2001) Sita Sings the Blues (2009) Waltz with Bashir (2008) Perspolis (2007) Ethel & Ernest (2016) The Secret of the Kells (2009) Kubo and The Two Strings (2016) Maya Tutorials Pipeline 1 Pipeline 1: UV's Pipeline 1: Skinning Pipeline 1: Rigging Lighting & Rendering Sample & Quality Control Final Gather Physical Sun & Sky Portal Lights Mia Material X High Dynamic Range (HDR) Lighting Displacement Maps Ambient Occlusion Motion Blur Mental Ray Proxies In Class Activities Mudbox Mudbox 1 Mudbox 2 Mudbox 3 Mudbox 4 Animation Animation 1 Animation 2 Animation 3 Animation 4 Animation 5 Animation 6 Animation 7 Animation 8 Acting Acting 1 Acting 2 Acting 3 Acting 4 Acting 5 Sculpting Sculpting 1 Sculpting 2

Maya Tutorials: JPJ Body Rigging 25/04/2017

Setting Up The Base Shapes  So Rigging JPJ's body was quite a nice experience since the skinning only had a couple issues I was able to work around some of these and rig the body with ease. Thing like, Set Driven Keys and Pose Space Deformers now seem a lot more useful than before and will definitely be applied to further work in the future. Leg IK's Foot Controls  The Connection Editor and Attribute Editor are also not too hard to work out, certain values are selected and are linked up to part of the rig that have been skinned. So for example in order to get the foot to lift from the heel, I would need to select the joint that would make the heel lift, connect a value (Or Multiple Values) to the control and see if the value needed to be inverted in the 'Expression Editor'. In order to accomplish this, the code for the shin rotation falloff would need to be altered. Before Code L_Shin_Jnt.rotateX = L_Leg_GRP.rotateY*0.5; After Code L_Shin_Jnt.rotateX =...