tag:blogger.com,1999:blog-48525674120369963662023-12-13T01:18:12.471+11:00JezDavoAnimator. Rigger. NutterJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.comBlogger25125tag:blogger.com,1999:blog-4852567412036996366.post-27085581912925096972012-08-28T19:56:00.004+10:002012-08-28T19:57:34.832+10:00Pigeon Rig Screencast<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/oSAdzM_7w2c" width="420"></iframe><br />
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This is the robot pigeon that was added as a last minute detail for <a href="http://mango.blender.org/" target="_blank">Tears of Steel</a>.</div>
Originally rigged in 2 hours, yesterday I decided to try it again and screencast it for your viewing pleasure.<br />
2nd time about 45mins (- time for script UI and boneshapes)!<br />
I suppose it doesn’t hurt to know what you’re doing the 2nd time round :P<br />
Model: Kjartan TysdalJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com1tag:blogger.com,1999:blog-4852567412036996366.post-68604452306934071412012-08-09T20:54:00.002+10:002012-08-09T21:54:13.412+10:00MangoHello all!<br />
For the past 6 or so months i have been in Amsterdam again working on the latest blender open movie.<br />
The Mango Project aka "Tears of Steel" is a VFX piece directed by <a href="http://projectlondonmovie.com/" target="_blank">Project London</a>'s <a href="http://www.robotsoup.com/" target="_blank">Ian Hubert</a>.<br />
I've been doing all the animation and character rigging for the film and its been a heap of fun!<br />
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Check out what we've been doing at the official blog</div>
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<a href="http://mango.blender.org/">mango.blender.org</a></div>
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Its set to be finished in a few weeks with an online release following a little later after that.<br />
-JezDavo<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='460' height='266' src='https://www.youtube.com/embed/WwHux5QZfC8?feature=player_embedded' frameborder='0'></iframe></div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-68125933109621700142011-08-21T06:12:00.001+10:002011-08-21T06:43:31.023+10:00Louie and Jason - Possible new project (WIP)So.... how we all been?<br />
Paris, beautiful weather, the weekend.... Sick as a dog...<br />
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Anyway, watched a few movies over the last few days, two of which we're Dogma, and Constantine.<br />
Was in the shower and had an idea.<br />
So after spending 10mins trying to find a pencil, i gave up, grabbed the wacom and woke up the Gimp.<br />
Just a rough idea, took about 20mins, thought id share.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-zAUCI-TAc5U/TlATyNvpOaI/AAAAAAAAAbE/izkJowDGUfQ/s1600/Jason+and+Louie.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="258" src="https://1.bp.blogspot.com/-zAUCI-TAc5U/TlATyNvpOaI/AAAAAAAAAbE/izkJowDGUfQ/s320/Jason+and+Louie.png" width="320" /></a></div><a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;">Louie and Jason.</div><div class="separator" style="clear: both; text-align: left;">The original brain fart was a slapstick fight scene reminiscent of road runner and wile E coyote. So it may get to the 3D stage and possibly animated. But its pretty full steam ahead animating <a href="http://www.babioles.org/">Babioles</a> so it may delay a little.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Till then,</div><div class="separator" style="clear: both; text-align: left;">Au revoir!</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">(and sorry for taking so long...)</div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com1tag:blogger.com,1999:blog-4852567412036996366.post-13368013311952285452011-03-23T14:55:00.003+11:002011-03-23T15:26:20.944+11:00Horn Kitty (WIP) #2Keeping your old rigs and cannibalising them for parts on your new rigs, is probably the most powerful thing a rigger can do for productivity.<br />
Which is how since yesterday ive managed to rig him almost completely.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-7FP1KOx6sL0/TYlY-nJwvaI/AAAAAAAAAJE/EVhUU5uF018/s1600/Rig.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://1.bp.blogspot.com/-7FP1KOx6sL0/TYlY-nJwvaI/AAAAAAAAAJE/EVhUU5uF018/s320/Rig.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"></div><a name='more'></a><br />
<div class="separator" style="clear: both; text-align: left;">He's got all the usual bits and bobs, IK/FK switchable limbs, hinged head and FK limbs, lookats and so on.</div><div class="separator" style="clear: both; text-align: left;">This project's mainly being done to have a nice simple quadruped rig to kick around.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">One little thing i have extra though is an extra roll bone and pole target on the back leg.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><a href="https://1.bp.blogspot.com/-yrzJptrjXdU/TYlY_wmFwwI/AAAAAAAAAJI/Y8DwXLlAAMk/s1600/BackLeg_01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-yrzJptrjXdU/TYlY_wmFwwI/AAAAAAAAAJI/Y8DwXLlAAMk/s320/BackLeg_01.jpg" width="291" /></a>I've added them because a cat's skeletal structure has three bones on the back leg, as does the rig. So the extra pole target is to control the front knee, and the extra roll bone is to roll the leg between both of the knees.</div><div class="separator" style="clear: both; text-align: left;"><a href="https://1.bp.blogspot.com/-1mXxzVBujKI/TYlZB1EgwuI/AAAAAAAAAJM/8LjG_xMV55c/s1600/BackLeg_02.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-1mXxzVBujKI/TYlZB1EgwuI/AAAAAAAAAJM/8LjG_xMV55c/s320/BackLeg_02.jpg" width="291" /></a>To have the second pole target i had to have two IK chains on the leg. The main one (pointed in red) targeting the IK foot as usual, and the secondary (pointed in blue) targeting the ankle bone of the main chain.. The pole target for the main chain (in red) is floating as usual, but to stop it getting to complicated, the pole target for the secondary (striped blue) is parented to its animatable bone pivoting from behind the knee (bone without shape shown in little window). Parented to the middle bone of the main chain and with its location locked, it will always sit just in front of the front knee.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">To get the leg roll was relatively simple after all that. I created another bone at the same point as the ankle but flipped so it will rotate at the foot, parented it to the IK foot bone (same as the foot roll) then put a copy rotation (local space) on the last bone in the main IK Chain (also has the IK constraint).</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-QYshWVOkrRw/TYlZGQ0uO2I/AAAAAAAAAJQ/AM_jIQiu030/s1600/BackLeg_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="120" src="https://1.bp.blogspot.com/-QYshWVOkrRw/TYlZGQ0uO2I/AAAAAAAAAJQ/AM_jIQiu030/s320/BackLeg_03.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The IK/FK spine i was talking about in the last post isnt on there yet, been running into alot of speedbumps with that one. I can get it working to an extent where there is little to no control of the curve of the spine, not what i want. Using IK spline, im getting heeeeeeaps of cyclic dependencies, and when i dont have that im getting bone flipping.</div><div class="separator" style="clear: both; text-align: left;">But I'm not defeated, yet.... i will break the back of this problem (no pun intended)</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Till then heres a side by side of the sketch v pose to look at.</div><div class="separator" style="clear: both; text-align: left;">-Jez</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-wBGpOo539JA/TYltvm-6-_I/AAAAAAAAAJU/kdF5k6EDUj0/s1600/HornKitty_03_sketch.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="85" src="https://1.bp.blogspot.com/-wBGpOo539JA/TYltvm-6-_I/AAAAAAAAAJU/kdF5k6EDUj0/s320/HornKitty_03_sketch.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com1tag:blogger.com,1999:blog-4852567412036996366.post-1647691191292718432011-03-22T10:54:00.003+11:002011-03-23T15:26:38.689+11:00Horn Kitty (WIP) #1Alright meow, i think its time for a new project (its not the big one, its just another part of it).<br />
So i thought i'd dig up a sketch from one of my early sketch books.<br />
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<div style="text-align: center;"><b>Horn Kitty!!</b> (ill get better at the naming, i promise...)</div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-QZZ3Ba2Zt5I/TMBM5OZ0NUI/AAAAAAAAACo/cLrUrFWA29c/s1600/HornKitty.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://1.bp.blogspot.com/-QZZ3Ba2Zt5I/TMBM5OZ0NUI/AAAAAAAAACo/cLrUrFWA29c/s400/HornKitty.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><a name='more'></a><br />
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</div>Spent a few hours on the modelling over the past few days and i reckon im about there. Of course there'll be more tweaks as i get further along with the rigging.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-sMfm3gvu9UQ/TYfjrzhsQDI/AAAAAAAAAI8/WBXPHBwZ7Sk/s1600/HornKitty_02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-sMfm3gvu9UQ/TYfjrzhsQDI/AAAAAAAAAI8/WBXPHBwZ7Sk/s400/HornKitty_02.png" width="400" /></a></div><br />
In rigging stages ive only got the base skeleton set out. But i've got a bit of a project aim on this one. It'll have IK/FK switchable limbs as per usual, but i'm going to try have a <b>IK/FK switching Spine</b>. This will probably entail some splineIK stuff, which is always fun wrestling with the loop dependencies it creates (ugh...) and possibly 2 root bones. One at the back as usual and one up at the front.<br />
I thought about this when animating the <a href="http://www.vimeo.com/16424029">RobotDog run cycle</a> a while ago. You can have a nice pose on the front, but the slightest tweak at the back of the spine would throw it out alot. Easy enough to work around, but it got me thinking.<br />
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Anyway, when i feel like having a break from recording ill be working on this guy, so keep an eye out.<br />
Till then!<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-13369152166420108112011-03-21T10:14:00.003+11:002011-03-23T15:27:29.677+11:00Robot Dog (WIP) #6 - Iris ExpandedAfter the reels went up I was asked how I did the iris on the Robot Dog. I pointed them to <a href="http://monkeyfist3d.blogspot.com/2010/11/robot-dog-wip-5.html">wip #5</a> but i realised i'd actually done more on it since then so ill go over it again.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-X6k2PyQJvA4/TYaFesULgwI/AAAAAAAAAIs/8jX1lWi95Hs/s1600/Iris_1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/-X6k2PyQJvA4/TYaFesULgwI/AAAAAAAAAIs/8jX1lWi95Hs/s200/Iris_1.jpg" width="200" /></a></div> First up this is one of the pieces of the iris from inside the shutter. Theres six of em in total and they're all a separate piece of geometry.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-y8KN3zWS29g/TYaFfAKw13I/AAAAAAAAAIw/Nuq7NmCE0Us/s1600/Iris_2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/-y8KN3zWS29g/TYaFfAKw13I/AAAAAAAAAIw/Nuq7NmCE0Us/s200/Iris_2.jpg" width="200" /></a></div> Inside they're all lined up like this. But as i said before they're not flat. Each one is rotated pointy end up just a tad so when it closes, they all sit on top of each other nicely<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-k5qBw9kjPEg/TYaFfVvx_yI/AAAAAAAAAI0/40ubI-YuPoA/s1600/Iris_3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="219" src="https://1.bp.blogspot.com/-k5qBw9kjPEg/TYaFfVvx_yI/AAAAAAAAAI0/40ubI-YuPoA/s320/Iris_3.jpg" width="320" /></a></div> Each bit of the iris is parented to 1 of 6 bones, which are also tilted the same amount. Then each is given a copy rotation of the bone in the middle.<br />
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<i>nice little tip. i had the pieces flat and the bones straight. did the parenting, then grabbed all the heads of the bones and scaled them out from each other. Giving them all the same tilt and taking the geometry with them.</i><br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-rNBxzJWGjPE/TYaFf95sNJI/AAAAAAAAAI4/qlCWYhsiMdk/s1600/Iris_4.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-rNBxzJWGjPE/TYaFf95sNJI/AAAAAAAAAI4/qlCWYhsiMdk/s320/Iris_4.jpg" width="320" /></a></div><br />
This is where it starts to get a little fiddly<br />
The range of rotation i want each of the outside bones is between -8 and 34. This'll be different for every shutter, but on this one its the range to open as much as it can before poking out the side and in to be completely closed. Having the limit on this bone means you dont need it on each of the outside bones.<br />
It then has a Transform modifier copying the animating bone Scale and applying it to the rotation.<br />
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<i>I have the scale range at 1.3 to .3 because the default pose of the iris isnt completely open and i dont want to have to scale the bone all the way to zero to close the iris.</i><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-MmZMZWNZyZs/TYaFeIJH9QI/AAAAAAAAAIo/GL0eq9L_Kbc/s1600/Iris_5.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="135" src="https://1.bp.blogspot.com/-MmZMZWNZyZs/TYaFeIJH9QI/AAAAAAAAAIo/GL0eq9L_Kbc/s320/Iris_5.jpg" width="320" /></a></div>If all this is done right then scaling the animatable bone should rotate the middle bone which in turn should rotate each of the outside bones bringing the geometry with them.<br />
Bam.<br />
Iris control through 1 animation bone.<br />
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Those 2 other bones you can see are for the position and rotation of the rest of the eye and have no effect on the iris. So just forget about em for now, they weren't invited to the party ;)<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-20812896119754300022011-03-20T15:51:00.002+11:002011-03-23T15:31:15.268+11:00The Right Pose for the Rig (with pics)A while back <a href="http://monkeyfist3d.blogspot.com/2010/11/right-pose-for-rig.html">I hand a little rant</a> about what default pose of the model I like to start with.<br />
Most of the comments were asking for pictures to better illustrate what i mean. Well, when i wrote that it was late at night and i think i just needed to have a little rant about something.... I mean't it all, it was just a slapdash thing so i didnt end up putting any pictures up with it.<br />
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Well, over the past few days i've started on quite a big project for which ill tease about later. But from that i made something that i could use to show you all what i mean't.<br />
So here it is!<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-AjfP2LDI9_0/TYV_9RN44RI/AAAAAAAAAIg/fqazxaHEWdc/s1600/T-Pose+v+Relaxed.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://1.bp.blogspot.com/-AjfP2LDI9_0/TYV_9RN44RI/AAAAAAAAAIg/fqazxaHEWdc/s400/T-Pose+v+Relaxed.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The eagle eye'd readers will notice its the Jump dingo without all his toys (awwww). I took em all away from him so i could be left with a very simple biped rig to use and show off (hint hint!!)</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Now along the top row is what i like to work with. A <b>Relaxed Pose</b> where most of his joints are about half way. Think of it as though you put the character into a zero gravity environment and heavily sedated him.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Along the bottom row is something everyone is incredibly familiar with. The <b>T-Pose</b> or <b>Jesus Pose</b>. Everything is bolt upright and pulled straight.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="" style="clear: both; text-align: left;">Granted i'll appreciate that some modelers find it easier to model in T. All i would ask is if they're gonna pass it over to a rigger is to rotate a few joints. </div><div class="" style="clear: both; text-align: left;"><br />
</div><div class="" style="clear: both; text-align: left;"><a href="https://1.bp.blogspot.com/-ciwnm3CVWtI/TYWGAKPCGAI/AAAAAAAAAIk/ohL6_Pb27mg/s1600/T-Pose+v+Relaxed_shoulder.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="183" src="https://1.bp.blogspot.com/-ciwnm3CVWtI/TYWGAKPCGAI/AAAAAAAAAIk/ohL6_Pb27mg/s200/T-Pose+v+Relaxed_shoulder.jpg" style="cursor: move;" width="200" /></a>I mentioned the shoulders last time so ill just reiterate here with the pic. That little bulge on the top of the shoulder is modeled in, but if you were to rig the T-pose and bring his arms down, it would pull it flat and you'd lose that nice volume.</div><div class="" style="clear: both; text-align: left;">In the pic up top I kinda cheated, the T-Pose isnt modeled that way, its posed. But as you can see, the bulge isnt lost and in my opinion looks better when it gets all bunched up. It starts looking a little silly when you rotate the arm higher but the animator should know (hopefully!) that that extra rotation is supposed to come from the shoulder, keeping it nice.</div><div class="" style="clear: both; text-align: left;"><br />
</div><div class="" style="clear: both; text-align: left;">The shoulder is where you would most often see this happening, but it applies to all the joints like;</div><div class="" style="clear: both; text-align: left;">Knees</div><div class="" style="clear: both; text-align: left;">Elbows</div><div class="" style="clear: both; text-align: left;">Knuckles</div><div class="" style="clear: both; text-align: left;">Spine</div><div class="" style="clear: both; text-align: left;">and even his bum</div><div class="separator" style="clear: both; text-align: left;">You can even apply this sort of thinking to the mouth. Its a hell of a lot easier to weight paint an open mouth to a closed one. It doesn't need to be opened wide (say "ahhhh!") just relaxed enough to get at.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Once again sorry for the lack of pics in the old one, and i hope this makes things a little clearer.</div><div class="separator" style="clear: both; text-align: left;">I'll leave the guessing game to you lot as to what this big project is gonna be ;)</div><div class="separator" style="clear: both; text-align: left;">-Jez</div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com2tag:blogger.com,1999:blog-4852567412036996366.post-63034786251912251682011-03-20T12:11:00.002+11:002011-03-30T12:52:36.324+11:00Jump Dingo (WIP) Animation Test #2Hope you've all been enjoying the reels!<br />
After watching them again for the <i>n</i>'teenth billionth time I realised i'd finished the dingo Animation test but hadn't put it up!<br />
Sorry bout that....<br />
Here it is it all it's glory!<br />
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Its not polished and refined to be a fine art piece but then again its only a test.<br />
Enjoy!<br />
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<iframe frameborder="0" height="288" src="http://player.vimeo.com/video/21245255" width="512"></iframe><br />
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Currently working on something quite big that I'm sure all of you are going to love. Can't say too much now, but i should be putting up a teaser for it later.<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-54360700074884239642011-03-15T20:25:00.003+11:002011-03-23T15:32:55.731+11:002011 ReelsThings have finally started settling down after almost a year in Europe working on the Durian Project and various other jobs. I've had the time to put together my new reels.<br />
This time I've decided to split it up into two reels, one for my Character Animation, and one for my Character Rigging.<br />
See how many you can recognise!<br />
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<div style="border-collapse: collapse; font-family: arial, sans-serif; font-size: 13px;">Animation Reel</div><div style="border-collapse: collapse; font-family: arial, sans-serif; font-size: 13px;"><a href="http://www.vimeo.com/20723276" style="color: #4263ab;" target="_blank">http://www.vimeo.com/20723276</a></div><div style="border-collapse: collapse; font-family: arial, sans-serif; font-size: 13px;">Rigging Reel</div><div style="border-collapse: collapse; font-family: arial, sans-serif; font-size: 13px;"><a href="http://www.vimeo.com/20729631" style="color: #4263ab;" target="_blank">http://www.vimeo.com/20729631</a></div><div style="border-collapse: collapse; font-family: arial, sans-serif; font-size: 13px;"><br />
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</div><div style="text-align: center;"><iframe frameborder="2" height="288" src="http://player.vimeo.com/video/20729631" width="512"></iframe></div><div style="text-align: center;"><br />
</div><div style="text-align: center;"><iframe frameborder="2" height="288" src="http://player.vimeo.com/video/20723276" width="512"></iframe></div><div style="text-align: center;"></div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com2tag:blogger.com,1999:blog-4852567412036996366.post-6401051576291228662011-01-28T19:21:00.001+11:002011-01-28T19:22:17.746+11:00ApologiesBeen neglecting the monkey for the last month or so. Sorry to the few people who follow.<br />
Be sure that i havent forgotten it. With getting back from Europe, living like a bit of a gypsy, other work and a few other lovely little so and so's, ive just had no time for it.<br />
Time is starting to free up now so the fists should be dropping soon. Including a new little project and my new reels.<br />
Till then<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com1tag:blogger.com,1999:blog-4852567412036996366.post-2972661583324944942010-11-30T05:55:00.001+11:002011-03-23T15:33:27.029+11:00Jump Dingo (WIP) Animation Test #1A quick little animation test for the JumpDingo using a simplified group. Still got a little while to go, Only gross body movement at the moment.<br />
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<iframe frameborder="0" height="288" src="http://player.vimeo.com/video/17298555" width="512"></iframe><br />
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For those not familiar with the simple group concept, you can create a simple geometry copy of the character and rig it up. I like to use blocks for each bone, no deforming and minimal geometry. Then within your character file, create another group (as apposed to the main group, ie. "<i>character</i>_simple") including only the rig and the simple geometry, so that when your animating you can use that group to take some heat off the CPU. Gives you better play back and helps you concentrate on the movement without all the detail of the model distracting you.<br />
Then when your ready to move onto the finer detail of animation you can just change the target group instance back to the normal group and soldier on.<br />
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Flying back to Aus tomorrow morning so it may be a couple more days before i fist again.<br />
Cant wait to get back to summer! (3rd in a row teehehe)<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com3tag:blogger.com,1999:blog-4852567412036996366.post-30419270165084998672010-11-28T22:57:00.001+11:002011-03-23T15:34:26.001+11:00Jump Dingo (WIP) #4Just a small update. After looking at that last pose for a little bit i figured he needed a little modeling tweaks.<br />
So the jaw line has been widened, hands uped in detail, slight tweak in the boots, added some hair and some small topology changed to the chest.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TPJBsPKcFpI/AAAAAAAAAH8/Aah1UDtLSw8/s1600/03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TPJBsPKcFpI/AAAAAAAAAH8/Aah1UDtLSw8/s400/03.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"></div><a name='more'></a><br />
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<div class="separator" style="clear: both; text-align: left;">Finished off the rig too.</div><div class="separator" style="clear: both; text-align: left;">Shape and bone colors are in, lips have been rigged up with my usual 2ndary stretchy rig, added some some bones for the backpack and each leg jet with some extra control for each strap. Background influence added to the shoulder straps as well, so they move with the shoulders. So all in all pretty much done. I'll never say completely finished cause they never are ;)</div><div class="separator" style="clear: both; text-align: left;">Animation test has been started, so keep an eye out for that within the next few days.</div><div class="separator" style="clear: both; text-align: left;">Till then!</div><div class="separator" style="clear: both; text-align: left;">-Jez</div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-24372285901411363292010-11-23T05:35:00.001+11:002011-03-23T15:35:01.562+11:00Jump Dingo (WIP) #3<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOq2AmXIAcI/AAAAAAAAAHg/lGmfBvPQW2U/s1600/01.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOq2AmXIAcI/AAAAAAAAAHg/lGmfBvPQW2U/s400/01.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><b><i>Come Fly with Me</i></b></td></tr>
</tbody></table><div><br />
</div>Rigging mostly done. Still needs lips, ear bones and a few minor tweaks. <br />
<a name='more'></a>Other than that its got;<br />
<div><ul><li>IK/FK switching on all limbs</li>
<li>Foot roll and finger curl</li>
<li>Head and FK limb hinging</li>
<li>JetTriggers are able to be locked to the hands</li>
<li>Movable chest buckle that moves the straps with it</li>
</ul><div>Pending what i feel like doing next, an animation test should be coming soonish.</div></div><div>Come fly with me, come fly, lets fly away....</div><div>-Jez</div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-24391823812685928722010-11-23T01:42:00.001+11:002011-03-23T15:36:07.882+11:00Jump Dingo (WIP) #2<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOp9qqSWKmI/AAAAAAAAAHY/ls_tqJP55CY/s1600/03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOp9qqSWKmI/AAAAAAAAAHY/ls_tqJP55CY/s400/03.png" width="400" /></a></div>Pretty much done with the modelling on this one. All thats left to do is the Hair, goatie and the insides of the jets. As per the rant from a few fists ago, you'll notice he's in my favorite to-rig pose. Everything halfway. Got some comments about not showing pics about what i meant back then. It was a spare of the moment thing i decided to put up. But true i shoulda done it. This is what i mean't :)<br />
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</div><div class="" style="clear: both; text-align: left;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOp_cSh_gfI/AAAAAAAAAHc/kUwx6lBOFIo/s1600/Screenshot-1.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="161" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOp_cSh_gfI/AAAAAAAAAHc/kUwx6lBOFIo/s320/Screenshot-1.png" width="320" /></a></div>All complete with stupidly big engines, hack'n'slash workmanship, too-cool-for-school goggles and of course two fun looking red buttons.<br />
<div class="" style="clear: both; text-align: left;">How could this not be safe?</div><div class="" style="clear: both; text-align: left;">-Jez</div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-39916520072439217252010-11-21T11:54:00.002+11:002011-03-23T15:36:33.927+11:00Jump Dingo (WIP) #1Soooooo, robot dog has kinda gotten a little boring for me the last week or so. but i still wanted to do stuff. So i figured id bring another sketch of mine to life.<br />
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<div style="text-align: center;"><b>The Jump Dingo</b></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TMBM5Wkne7I/AAAAAAAAACo/RvbscWQ3Bb4/s1600/JumpDingo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TMBM5Wkne7I/AAAAAAAAACo/RvbscWQ3Bb4/s320/JumpDingo.jpg" width="248" /></a></div><div style="text-align: center;"><br />
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</div><div style="text-align: left;">Drew this guy on one of the many <i>many</i> looooooong bus trips to work back in Sydney. Back in the days i wasnt dating my drawings... so probably around.... 2008ish?.... maybe?...</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Anyway so far I've only spent about 2 and a half Queen's of the Stone Age albums modelling him. So its very early days, but here's where I'm at thus far;</div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOhrs_3T5qI/AAAAAAAAAHU/MAoWTvuVP3g/s1600/Screenshot-10.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOhrs_3T5qI/AAAAAAAAAHU/MAoWTvuVP3g/s400/Screenshot-10.png" width="400" /></a></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Sleep is for the weak!</div><div style="text-align: left;">which i have been the past few days, so im gonna get some now....</div><div style="text-align: left;">More on this guy tomorrow.</div><div style="text-align: left;">Till then!</div><div style="text-align: left;">-Jez</div>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-44198255623123180122010-11-21T08:35:00.001+11:002010-11-21T08:41:20.477+11:00Robot Dog (WIP) Animation Test #2<iframe frameborder="0" height="288" src="http://player.vimeo.com/video/17033090" width="512"></iframe><br />
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My second little animation test. If i end up putting the effort into getting the textures and all that looking nice on this guy ill probably end up doing some environment stuff for this little clip.<br />
Could look nice on the reel....<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-27066748742771594702010-11-21T06:49:00.002+11:002011-03-23T15:37:27.669+11:00Robot Dog (WIP) #5<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOgkqGe2OVI/AAAAAAAAAHI/lHnnU_dMOHk/s1600/Screenshot-7.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="123" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOgkqGe2OVI/AAAAAAAAAHI/lHnnU_dMOHk/s200/Screenshot-7.png" width="200" /></a>Been a bit sick the last week so work has been minimal. what i have done though is the eyes.<br />
Styled like camera lenses with a shutter iris to act as the eye lid. Complete with evil lookin redness.<br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOgkqsIr-yI/AAAAAAAAAHM/YHlIzaC1u4w/s1600/Screenshot-8.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOgkqsIr-yI/AAAAAAAAAHM/YHlIzaC1u4w/s200/Screenshot-8.png" width="146" /></a>Rigged it up with minimal movement. The lenses can only rotate fwd and back, tilting up and down will be left up to the head rotation. Did this to keep with the kind of character i see him as but also slightly because to get the whole thing movable, i wouldve had to expand the eye sockets more than i already have. or make the lenses smaller. Neither of which i wanted.<br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOgkrFLG_LI/AAAAAAAAAHQ/Bc_TLy9uatI/s1600/Screenshot-9.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TOgkrFLG_LI/AAAAAAAAAHQ/Bc_TLy9uatI/s200/Screenshot-9.png" width="199" /></a>To rig the iris, each part of the iris was lined up to each of the little bones shown. Their rotation is then linked to the scale of the control bone. The plane of rotation on them all is also slightly tilted to get that nice overlap as it closes.<br />
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I think last fist i promised you all another animation test. So i'll post that up for ya now as well. If you we're that quick reading this, F5 and scroll up, if not you probably watched that first, dam chronologically reversed blog posting style....<br />
Either way, catch ya later<br />
-Jez<br />
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<i><span class="Apple-style-span" style="font-size: x-small;">edit - Vimeo's making me wait a little while so its not gonna be fisted quite as quick as i hoped. Be patient with me -Jez</span></i>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-46777551639460111142010-11-12T12:31:00.002+11:002011-03-23T15:37:53.563+11:00Robot Dog (WIP) #4More model tweaks! yaaaay!!....<br />
And the spine!!!....... urgh.... <br />
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This time it was more to bring it back towards the original sketch. namely around the shoulders and head. <br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLICF-14I/AAAAAAAAAFw/QiBjOGYod7I/s1600/Screenshot-4.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLICF-14I/AAAAAAAAAFw/QiBjOGYod7I/s200/Screenshot-4.png" width="163" /></a><br />
For the shoulders I covered up the open shoulder joint exposing the ball with a panel and some grating. I then added some more detail to the top pipes. Making one an exhaust of sorts.<br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLHlW2DPI/AAAAAAAAAFs/5qa9xolo6m0/s1600/Screenshot-3.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="142" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLHlW2DPI/AAAAAAAAAFs/5qa9xolo6m0/s200/Screenshot-3.png" width="200" /></a>The clavicle piece itself I tweaked after realising in an animation test that the shoulder disk intersects with it too easily (this is why you should always try to "break your rigs").<br />
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Next up I morphed his head a little, mainly making the snout shorter and sharper, thinning the top of his head and rotating his eye sockets so they're more forward facing.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLI4bj-tI/AAAAAAAAAF0/2lheY7RyqpQ/s1600/Screenshot-6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="143" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLI4bj-tI/AAAAAAAAAF0/2lheY7RyqpQ/s400/Screenshot-6.png" width="400" /></a></div><br />
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Oh yeah, and I modelled and rigged the spine....<br />
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<div style="text-align: center;">This was a little too fun.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLGI7ePaI/AAAAAAAAAFg/gKCGJioZcso/s1600/Screenshot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLGI7ePaI/AAAAAAAAAFg/gKCGJioZcso/s400/Screenshot.png" width="400" /></a></div>I kept the original curve that was hooked up to the rig and scrapped the curve modified array. Instead I made a new armature (needed to stop looping issues) and created a spline IK chain.<br />
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Then the fun bit....<br />
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For each bone in the chain there are 5 pieces of model;<br />
<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyNcJk8ocI/AAAAAAAAAF4/hpyecSICSpE/s1600/Screenshot-5.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="145" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyNcJk8ocI/AAAAAAAAAF4/hpyecSICSpE/s320/Screenshot-5.png" width="320" /></a><br />
main ring<br />
ball joint socket<br />
bar<br />
bridge<br />
ball joint<br />
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All of these pieces were then link duped and not parented, but constrained to each bone. The bar was just copy transform'ed, as it needed the scale of the bone to cope with the minimal stretching across each bone segment (XY scaling is disabled on the spline IK so it wouldnt inflate the bar). The rest was then copy rotation'ed and copy location'ed. The trick was each piece had a different head/tail value on its copy location. The main ring and bridge had 0.5, keeping them in the centre, and the ball joints were at 0 and 1, placing them at each end.<br />
So that rigged up the pieces, but spline IK isn't that great at twisting....<br />
<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLGkbn53I/AAAAAAAAAFk/H4vBV4G232E/s1600/Screenshot-1.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="178" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLGkbn53I/AAAAAAAAAFk/H4vBV4G232E/s200/Screenshot-1.png" width="200" /></a>So then each bone in the spline spine (thats fun to say... teehehe) was given two copy rotations. One locally copying the Y axis of the body bone and the other locally copying the Y axis of the butt. <br />
Here's the trick, each bone had their modifier's influence balanced between the two according to how far along the chain it was. ie, the one closest to the body had 0.9 on the body rot, and 0.1 on the butt. Next one along at 0.8 / 0.2 and so on down to the middle at 0.5 / 0.5 and on to the butt end at 0.1 / 0.9 reversed.<br />
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So thats the solid parts done. Now the soft gooey pipes.<br />
On the pic above you can see other little bones on each side of each segment. Each one parented to the segment its beside. The splines for the pipes running along side the spine have an auto handle for each segment, which were then hooked to the little bone on the side.<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLHRcE4RI/AAAAAAAAAFo/rQmyI6n_Kx8/s1600/Screenshot-2.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="188" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNyLHRcE4RI/AAAAAAAAAFo/rQmyI6n_Kx8/s200/Screenshot-2.png" width="200" /></a> With the ends hooked up to the rest of the body. Pipe geometry then done as before, array/curve moded.<br />
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The neck was rigged up the same way, pipes and all. Except that I decided to scrap the large rings after again seeing in the test animation I couldn't rotate it far enough without intersections. The the inner pieces I tweaked a little to give it more bulk. It still looks a little flimsy in context with the rest of the model, but after all the tedious fiddly crap with the rest of the spine, I decided to put it on my "f**k it for now, ill do it later" list<br />
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With that all done I did another animation test, but I wanna tweak it a little more before showing it. Plus I figured I gave you enough to read in this one to last you another day or so.<br />
<div class="separator" style="clear: both; text-align: center;"></div>Till the next fist,<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com4tag:blogger.com,1999:blog-4852567412036996366.post-67959582153790568572010-11-09T02:51:00.002+11:002011-03-23T15:38:32.446+11:00Robot Dog (WIP) #3This update is all about the back leg.<br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbZu447LI/AAAAAAAAAFU/DMeCu3SOpsM/s1600/backfoot.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="131" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbZu447LI/AAAAAAAAAFU/DMeCu3SOpsM/s200/backfoot.png" width="200" /></a>Mostly model work this time. Keeping the robotics similar to the front legs.<br />
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Added some pipes from the thigh all the way down to the foot.<br />
<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbZIRgYiI/AAAAAAAAAFQ/RolWY-moxwU/s1600/backankle.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbZIRgYiI/AAAAAAAAAFQ/RolWY-moxwU/s200/backankle.png" width="178" /></a>Up'ed the modelling a little. added detail to the mounts and joints, cavities for the back toe, the toes themselves and a bit to the gas tank.<br />
The finer details of the modelling will be done later over the whole model. bevelling the edges, little bolts n the such.<br />
<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbaroSLTI/AAAAAAAAAFc/_V1gnnAO-os/s1600/backthigh.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="127" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbaroSLTI/AAAAAAAAAFc/_V1gnnAO-os/s200/backthigh.png" width="200" /></a>Rigging was minimal. Just set up the toes with the usual trickery and splined up the pipes.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbaeIJ2FI/AAAAAAAAAFY/qNmS207QkeQ/s1600/backleg.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNgbaeIJ2FI/AAAAAAAAAFY/qNmS207QkeQ/s320/backleg.png" width="208" /></a></div><br />
Got another sketch that i did on the train yesterday that i kinda liked, so this model might start taking a back seat in the next couple of fists....<br />
More on that one later ;)<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-89988688200315825522010-11-04T10:33:00.001+11:002011-03-23T15:39:46.304+11:00Give 'em the FingerTo start the tips'n'tricks section I figured id start with something simple.<br />
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<span style="font-size: large;"><b>A Finger!</b></span><br />
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<span style="font-size: large;"><span style="font-family: inherit; font-size: small;">This is a nice quick and easy way to rig a finger to make it quick and easy for an animator to use with just one bone.</span></span><br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlSfsOXKI/AAAAAAAAAEo/Xs-FEFxKqew/s1600/FingerRig01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="218" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlSfsOXKI/AAAAAAAAAEo/Xs-FEFxKqew/s320/FingerRig01.jpg" width="320" /></a><br />
First up, make the bones for your finger. I'm gonna stick with simple and go the generic 3 segment finger. But this method can be used for as many as you like!<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlS2HUPDI/AAAAAAAAAEs/VHOHYix36G0/s1600/FingerRig02.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="218" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlS2HUPDI/AAAAAAAAAEs/VHOHYix36G0/s320/FingerRig02.jpg" width="320" /></a></div>Next, put in your control bone. This should be placed in a spot that'll make sense to the model. In this case im just leaving it in the same spot as the first segment.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlTDfsOtI/AAAAAAAAAEw/MgrlpDNe0FI/s1600/FingerRig03.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="218" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlTDfsOtI/AAAAAAAAAEw/MgrlpDNe0FI/s320/FingerRig03.jpg" width="320" /></a></div>Now we're gonna set up the finger curl. <br />
Open up the DopeSheet and make a driver action.<br />
<i>its good idea to give it a specific name, ie. DRIVER_character</i><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlT0oRLLI/AAAAAAAAAE0/rf8Coa78vnQ/s1600/FingerRig04.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="218" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlT0oRLLI/AAAAAAAAAE0/rf8Coa78vnQ/s320/FingerRig04.jpg" width="320" /></a></div>Select all the segments bar the first and set a rotation key at frame zero. <br />
Go to frame 10 and rotate them upwards. Setting a rotation key again.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlUPbyh4I/AAAAAAAAAE4/VPVnpimfR3o/s1600/FingerRig05.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="218" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlUPbyh4I/AAAAAAAAAE4/VPVnpimfR3o/s320/FingerRig05.jpg" width="320" /></a></div>Now go to frame -10, rotate them <i><b>the </b><b>same amount</b></i> back the other way and set a rotation key<br />
It doesnt matter how far you rotate them just as long as its the same amount each way.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlUWcoKGI/AAAAAAAAAE8/mOu8rmwEldk/s1600/FingerRig06.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="151" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlUWcoKGI/AAAAAAAAAE8/mOu8rmwEldk/s320/FingerRig06.jpg" width="320" /></a></div>Now the driver action is set up we're gonna hook up the segments to the control bone.<br />
Create an action constraint on one of the segments and point it at your driver action. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlUwEnMoI/AAAAAAAAAFA/5H30Ylh6FQA/s1600/FingerRig07.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="151" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlUwEnMoI/AAAAAAAAAFA/5H30Ylh6FQA/s320/FingerRig07.jpg" width="320" /></a></div> Now set the values;<br />
Transform channel : Scale Y<br />
Action Length : -10 to 10<br />
Target Range : 0.5 to 1.5<br />
Convert : Local Space<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlVvhCnWI/AAAAAAAAAFE/stgMH_rSgbc/s1600/FingerRig08.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="173" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlVvhCnWI/AAAAAAAAAFE/stgMH_rSgbc/s320/FingerRig08.jpg" width="320" /></a></div>Now copy that constraint over to the other segment.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlV9awEzI/AAAAAAAAAFI/5PY0OatuSdQ/s1600/FingerRig09.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="172" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlV9awEzI/AAAAAAAAAFI/5PY0OatuSdQ/s200/FingerRig09.jpg" width="200" /></a></div>Now give it a test. Grab your control bone and scale it up and down. If alls done correctly it should be scrubbing through the animation of that action as you scale it between 0.5 and 1.5.<br />
Couple of tips at this point. In your action, set all the keys to linear so that the scale value and the curl amount is proportionate. I have my scale values at .5 to 1.5 rather than 0 to 2 so that i dont have to scale my bone all the way down to get to one end of the action.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlR3RX8LI/AAAAAAAAAEk/RIJbRv8MpXA/s1600/FingerRig11.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="151" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TNHlR3RX8LI/AAAAAAAAAEk/RIJbRv8MpXA/s320/FingerRig11.jpg" width="320" /></a></div>Last thing to do is to create a Copy Rotation constraint on the first segment that we left alone. This will allow you rotate the whole finger with the control bone.<br />
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If all is done properly you now have a chain of bones for a finger that can be curled and rotated via just one bone!<br />
Granted it limits your posing ability, but for quick rigs and simple characters this is a perfect way to set it up. You can create a system underneath that allows you to pose each segment, but ill leave that for another time.<br />
Till then!<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-59484519971568979072010-11-02T22:44:00.001+11:002011-03-23T15:40:07.335+11:00The Right Pose for the RigDuring the blender conference I found myself bringing this up a few times so I thought I'd share it with you.<br />
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To get the most out of a rig and to avoid problems down the line, you need to make sure that the model you are rigging is in a suitable default pose. Almost all the models you see being created are in the classic T-pose (for bipeds anyway). Standing upright with legs together and straight and arms out to the side.<br />
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I don't like this.<br />
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For me the best pose is when all joints are at their midpoints. When ever I'm making a rig I always make sure that it works for poses more extreme than ever will be animated. Cause if it works in a crazy, over extended way, it'll work normally. So having the joints at their mid pose means at the other ends of the pose, the deformation is minimal.<br />
When a model is in its T-pose, the arms are at their most extreme pose. A lot of people miss this. The arms shouldn't rotate higher than perpendicular from the body, that extra hight comes from the shoulders. Ask any rigger and they'll all say that shoulders are the hardest things to get right. I've found that using this method solves most (definitely not all) problems.<br />
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I'm using the shoulders as an example of the rule. You should keep this in mind when rigging any part of the character, arms, legs, fingers... Feet are probably the exception to the rule as its easier to animate if the feet are flat, because they will be most of the time. Also keep it in mind when rigging different types of characters. Bipeds, quadrupeds, an octopus, a giant alien with two bodies, one neck, three feet and an eye on a tentacle....<br />
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This is just my opinion and when it comes down to it I'm usually not that picky. If I'm given a T-posed model to rig, ill generally just do it. But preferably id like it all mid posed. Just something to keep in mind when you start your rigs.<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com4tag:blogger.com,1999:blog-4852567412036996366.post-34476043563161814622010-11-02T21:19:00.001+11:002010-11-12T12:56:25.658+11:00Robot Dog (WIP) Animation Test #1<iframe frameborder="0" height="288" src="http://player.vimeo.com/video/16424029" width="512"></iframe>JezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com1tag:blogger.com,1999:blog-4852567412036996366.post-61911803371493526362010-11-02T10:26:00.003+11:002011-03-23T15:40:50.258+11:00Robot Dog (WIP) #2Attended the Blender Conference this weekend. Was fantastic to see and talk to so many other people who love the software. As well as catching up with some of the Durian team and giving a few talks with Beorn and Lee about the animation in Sintel.<br />
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So now that the conference over and the hangover is kicking. Ive got a day and a half to kick around the studio and make use of working on this dude on something other than my shitty little laptop. Some of you guys from the conference who dropped in through the day got to see this happen and meet me!<br />
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Lots more modeling, lots more rigging.<br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9IJzEujMI/AAAAAAAAAC0/R3-qCqBALK8/s1600/handwires.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="159" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9IJzEujMI/AAAAAAAAAC0/R3-qCqBALK8/s320/handwires.png" width="320" /></a>Put in the pipes and tubes along the joints of the arms. Coming off the wrists into each of the fingers and up around the elbow. All tubes done using a simple cylinder arrayed up with length fixed to each of the splines they were then deformed across. Each spline was then locked to the different parts of the model with hooks.<br />
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<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9II94bciI/AAAAAAAAACw/5rsYCRCMbEU/s1600/elbowhydros.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="133" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9II94bciI/AAAAAAAAACw/5rsYCRCMbEU/s200/elbowhydros.png" width="200" /></a>For an extra bit of fun on the elbow, where the canister pipe comes into the shoulder piece, i created a little cog which rotates as the pipe slides in and out of it as the arm deforms. Set this up with an action constraint on the bone holding the cog influenced by the rotation of the forearm. Then i could tweak the curve in the driver action to get it rotating to match the amount of pipe coming through.<br />
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Did some extra modeling throughout the model too. Mostly in the front half of the model. Pipes in the arms, refined the shape of the shoulder piece, tweaked the V6 body a little, gave the guy a tail (very basic) and beefed up the neck.<br />
<div class="separator" style="clear: both; text-align: center;"></div><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9IH0_1qKI/AAAAAAAAACs/KpQnS0cEvr0/s1600/neckdetail.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="148" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9IH0_1qKI/AAAAAAAAACs/KpQnS0cEvr0/s200/neckdetail.png" width="200" /></a>For the neck i used two spine pieces, some bolted clamps and some wire going to an aerial on his head. Wire deformed same way as the arm tubes, neck is a 2 piece bone chain deformed by one main bone through some copy rot's on half influence (This is also how i usually setup spines in more organic characters, then with some drivers, i can adjust the bend of the spine with a slider. keeping it all in the one bone)<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9Lgn44zGI/AAAAAAAAAC4/6-UEFKbqvqk/s1600/04.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="216" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TM9Lgn44zGI/AAAAAAAAAC4/6-UEFKbqvqk/s320/04.png" width="320" /></a></div>Rigging wise i set up the fingers and the drivers for the FK/IK switches and hinges of the head and torso. Also took advantage of a comp that can actually play back in real time and did a run cycle. Not quite finished yet though. Got a little more time tomorrow, will probably put some more detail into the back half of the model and finish off the run cycle. Till next time!<br />
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-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-83166548527295949042010-10-22T02:17:00.003+11:002011-03-23T15:41:11.957+11:00Robot Dog (WIP) #1Sketched while riding a train for a short trip through the center of France with Miss Giggles.<br />
Been one of my favorite sketches to date. So with a bit of free time on my hands i figured i'd get him into 3D.<br />
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Usual tools for this one.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TMBBZdExUzI/AAAAAAAAABo/0yxKTfRGeTw/s1600/BoneRobotDog.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="128" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TMBBZdExUzI/AAAAAAAAABo/0yxKTfRGeTw/s200/BoneRobotDog.jpg" width="200" /></a></div><br />
<a name='more'></a>Sketched in pencil, then built in blender. Just basic shapes to start of with, getting the proportions as close as i could (they'll most likely change throughout). Then adding detail here and there. Some parts needed a little more imagination to get what wasn't visible from the sketch, like what the shoulder joints would entail. Managed to keep most of the original designs from the sketch. Added a few embellishments to the V6 body.<br />
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<a href="https://1.bp.blogspot.com/_fEfCEqTAW5g/TMBRtST84UI/AAAAAAAAACM/yGZXC1TuH5A/s1600/01.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="112" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TMBRtST84UI/AAAAAAAAACM/yGZXC1TuH5A/s200/01.png" style="cursor: move;" width="200" /></a>Reposed him a little to help with rigging. Then made a start on the rig. Keeping my usual habits of rigging. IK/FK switching for each limb. Hinge switches for limbs and head. Digit trickery. Layer selector and switches all being embedded into the properties panel via python scripting (salvaged and adapted from Nathan's brilliant Sintel rig). Then Gizmo shapes for everything.<br />
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Extra rigbits that'll be in this one shall be hooked splines for the wires and pipes stretching from joint to joint, pistons and hydraulics between joints, lenses for the eyes and of course the spine.<br />
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<tr><td style="text-align: center;"><img border="0" height="191" src="https://1.bp.blogspot.com/_fEfCEqTAW5g/TMBWGwgO9kI/AAAAAAAAACU/53LW_Lj6yXU/s200/spinseg.png" style="margin-left: auto; margin-right: auto;" width="200" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Simply modeled Spine Seg</td><td class="tr-caption" style="text-align: center;"><br />
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</tbody></table>The spine will probably get its own fist later on. As it stands now, its just an arrayed object stretched along a spline. This squashes each segment so that'll have to change. Also there'll be 4 wires traveling along the spine as well as some kinda joint between each segment. Gonna take a bit of work to get that going so i'm leaving that till a little later on.<br />
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Basic rigging is near done. Might do a bit of an animation test later. Run cycle or something like that<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0tag:blogger.com,1999:blog-4852567412036996366.post-90341476941420746202010-10-22T01:22:00.000+11:002010-10-22T01:22:17.838+11:00Blog live!So the advice was taken.<br />
This mind has an outlet other than vaugebooking.<br />
Figured I'd keep the monkey theme side of my life flowing a little more.<br />
Enjoy the rants!<br />
-JezJezDavohttp://www.blogger.com/profile/04287729994945286664noreply@blogger.com0