Wednesday, April 30, 2008
Tuesday, April 29, 2008
Barn Entrance design
Tuesday, April 22, 2008
Friday, April 18, 2008
Meeting with Dan
Dan really drilled it home how much work we have to do to get this filmed finished. We sat down as a group and listed key things to do and the time scale we have to do it. It looks very tight at the moment but definitely doable. We have created a new schedule till the end term which will be posted shortly.
Sunday, April 13, 2008
Cockerel Tests
Wednesday, April 9, 2008
Main character testing
Tuesday, April 8, 2008
Door Handle
Modelled a door handle for the shot where the farmer is struggling to open the door. (See Samirs blog for the animation). Here is a scene shot. NOT A RENDER!!!!!Still need to add bump map. Consists of 300 polygons.
Sunday, April 6, 2008
Dont shoot me im not an animator!!!!!!
Here's my attempt at doing some animation for the intro where the farmer walks up to the barn. Its only the first pass and still needs a load of work to it so i might give it to Samir(Animator) to finish off. As there will be loads of animation in the film I intend to give the animators some help so i am trying to find my feet in animation again after a long hiatus from it.
Saturday, April 5, 2008
Helping the Animators
I have been going over the controls i built for the rigs with the animators. Explaining certain functions and how to animator certain joints and use the fk/ik blend. Whilst doing to this we found certain things wrong with the farmers rig, this ended up being a good time to fully test the rig and highlighted any issues we may have when we come to proper animating. We found weighting was wrong in certain joints and deforming badly. We also discovered problems with the fk ik blend on the left arm. We the curve of the shoulder was moving the wrist and not the whole arm i was unable to parent constrain it to the shoulder for some reason and we was left in a dilemma as to what to do to animate the arm properly. We decided to delete the fk/ik blend completely and animate the joints individually. This would take longer to animate however there was no other obvious solution.
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