Monday, 22 November 2010

new final design images.



Just got Maya 2011 cos work done last Friday wont work on my 2010 version, but manage to get the design done. i myself is pleaded with the look of this. took me hours to achieve to this level so better like it or get royal kick in the bum,lol. just noticed still need to model the hate, but that is not a big probs.

Ian said he would talk us through with blending, tho would try to see if i can get it done, hope everyone has been working o their essay as well as we have it in by 2pm TOMORROW!

starting to get there i think

Street Background




Things im gonna do for tomoro: create more roof styles for variation, make another couple fornt of house layouts to give more variation, add in bushes, add couple windows to sides of couple houses. I think ive managed to bring the contrast down enough?

Ash look at these for reference as we are not making a 2d cartoon, we are making a stylised 3d animation#

Jail set



Its not as far as I wanted it to be, but most of the power will come from the texturing. atleast the edges have been bevelled, and the layout of everything seems right.
With Help from Ian tomorrow, I'll know how best to approach the cloth and soft mattress, and will solve some issues I'm having with lattices. I'm not sure wether I should increase my knowledge of textures, or continue modelling.
I am happy to begin models for the disguise hat, post box, street tiles, other props. Let me know.


Contacting Ian

Everyone please comment on this post with your preferred email adress and a time to meet Ian. We need to email him today, with all our adresses.
I was thinking Wednesday morning at 10.00

New Animatic




Here it is.

Most adjustments involve keeping action in the action safe area, and reducing the 2D feel of camera shots. Apologies, I forgot to add the folowing frame. it is a closeup that occurs when he bangs the post, within the same time duration as previous shot.

Sunday, 21 November 2010

Test Rig. Applying IK and Pole Constraints
















Applying the IK correctly is important as so the rig moves in the ideal way for animations. The pole constrains is essential and frees up a lot of hassle of tweaking multiple joint movements I've found. In this case applying a pole vector to a locator that controls the knee joint gives ease of the arcing movment of the knee. Result!


















I've built basic bones in the form of our character rig (not final of course) to see if the IK when applied actually work. I got some interesting results results, after applying the IK to limbs such as legs and arms you can really feel how the character moves in a 3D space. These two shots simply show a starting offset position and a quick move of the joints, the picture on the right already displays much more performance. Its a good eye opener to how our character can really move which is nice. I really like how the ears have just moved slightly it really makes the pose what it is! haha so true!

AR