Showing posts with label Skinning. Show all posts
Showing posts with label Skinning. Show all posts
Saturday, 11 June 2016
Saturday, 30 April 2016
[Major Project] 50: Water Character; Skinning 01 - Skeleton Complete
Saturday, 26 March 2016
Monday, 7 March 2016
[Major Project] 20: Hydrogen Character; New Brow Joints & Vinyl Texture
This marks the end of the texturing and skinning processes for Hydrogen, next up is rigging him.
Thursday, 3 March 2016
[Major Project] 17: Hydrogen Character; Skinning 01 - Nearly Complete
I'm going to add a few more eyebrow joints to give myself more control of them, rather than relying heavily on the skin's fall-off between the joints. I also need to add the eye joints and create the blink, before moving onto rigging Hydrogen.
Sunday, 21 February 2016
[Major Project] 12: Iron Character; Brow & Blink Set-Up Complete
Last things to do with Iron are creating the mouth blend shapes and his Face Cam. After Iron is posed in preparation for his turnaround, I will move on to retrying my modelling of Oxygen.
Sunday, 14 February 2016
[Major Project] 10: Hydrogen Skinning 01; Skeleton Progress 01
The very non-humanoid yet inherently simpler nature of my Hydrogen character requires a unique skeleton, here is my progress so far. The independence of the mouth & eyebrows from the head / body has given me the opportunity to use carefully oriented joints to control them; this will be particularly useful for the mouth by allowing easy transfer between a smiling, neutral or frowning expression.
I have also given myself the opportunity to control the extension & retraction of Hydrogen's 6 protrusions. Perhaps they could become more prominent the angrier he is, and less prominent the calmer he is; their current position is representative of maximum prominence. Update: Since posting this, I have noticed that most of the protrusions main [inner] joints need to be reorientated so their axis face Hydrogen's centre, rather than following the World axis. The inner-southwestern protrusion joint correctly illustrates the intended positioning.
I have also given myself the opportunity to control the extension & retraction of Hydrogen's 6 protrusions. Perhaps they could become more prominent the angrier he is, and less prominent the calmer he is; their current position is representative of maximum prominence. Update: Since posting this, I have noticed that most of the protrusions main [inner] joints need to be reorientated so their axis face Hydrogen's centre, rather than following the World axis. The inner-southwestern protrusion joint correctly illustrates the intended positioning.
Wednesday, 3 February 2016
Monday, 1 February 2016
[Major Project] 04: Iron Skinning 02; Head Skinned
Because Iron doesn't have a physical neck, the complexity of the head skin weighting process was reduced. I have attempted to minimize volume loss caused by the jaw's rotation while at the same time reducing the level of movement of the chin's point.
Sunday, 31 January 2016
[Major Project] 03: Iron Skinning 01; Basic Skeleton & Various Demonstrations
Iron will not walk in the conventional way, instead his walk will be more similar to that of a wind-up toy (see figure 1 & 2). Some features of the usual foot rig for a cartoon character will not be useful for Iron, such as Toe Tap or Heel Lift (see figure 3), Iron's feet are to be solid objects that will not undergo deformation. I have also researched into what Iron's blink might look like (see figure 4).
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Fig. 1: Sadness wind-up toy walking (front) [source] |
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Fig. 2: Sadness wind-up toy walking (side) [source] |
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Fig. 3: Heel lift [source] |
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Fig. 4: Sonic blinking (edited) [source] |
Because Iron does not have a neck, I have improvised his head's movements in the context of the alcove. Below is my demonstration of Iron's head rotations, using locators in place of the joints, and a spare head. This demonstration has also enabled me to figure out the max rotation values to which I can push the head before it hits the torso/alcove.
Using the very basic method of cutting a copy of Iron's head into two pieces, I have figured out the precise position for Iron's jaw rotation joint. In actual practice, the geometry will not be cut up, and will instead use a fall-off to reduce the movement of the 'chin''s point as much as possible, to keep the facial deformation to the front half of the head only; if this skinning method does not work out, I will try another method.
Wednesday, 29 April 2015
{Adaptation} A; "Weird Science" Infographic - B; Helium Turnaround & "Art Of"
Adaptation A
Adaptation B
Labels:
2nd Year,
3D animation,
Adaption,
Adaption A,
Adaption B,
Art Of,
Autodesk Maya,
Infographic,
Rendering,
Rigging,
Second Year,
Skinning,
sound effects,
Term 3,
texturing,
turnaround
{Adaptation B} 64: Helium Character; Rendered Turnaround w/ Sound
I will post this again once all the required Adaptation work has been completed and compiled later today.
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