here is a quick test run cycle. I did this with help from the graph editor.
yes believe it or not, this is the first time in 3 years of animating i have used it. I have been teaching myself how to use it.
I have been looking at tutorials on the internet and also using my maya 7 book.
Saturday, May 05, 2007
test walk with my complete finished Joseph model
here is Joseph completely ready to animate.
i quick walk test
i quick walk test
Friday, May 04, 2007
Testing new model weights
I have been testing my updated weighted model of Joseph.
i have done another short walk and also a camp pose. The weights, now, seem to be just fine and he is looking really good.
I will try and post these videos, plus the blockout.
Today, i may add a (can't remember what it is called) shape holding thingy. I will try to put a sphere on the boys tummy so when he bends over it maintains his chubby physique. then i may add a very very mild jiggle to it and maybe his hair also. we shall see. I will try to post any videos as soon as someone shows me how to put large files on here, all compressed etc?
i have done another short walk and also a camp pose. The weights, now, seem to be just fine and he is looking really good.
I will try and post these videos, plus the blockout.
Today, i may add a (can't remember what it is called) shape holding thingy. I will try to put a sphere on the boys tummy so when he bends over it maintains his chubby physique. then i may add a very very mild jiggle to it and maybe his hair also. we shall see. I will try to post any videos as soon as someone shows me how to put large files on here, all compressed etc?
Wednesday, May 02, 2007
Blockout
Just finished the blockout for the film.
worked solidly on it until today. Now i must find a way to put it on here!
Mike Hirsh helped a lot with cutting down shots, so thank you Mike. Also dan was always at hand to wake me at the keyboard and give me help.
I am currently waiting for a new Joseph to be rigged and weighted in a different way so i can finally begin test animating with a character we'll actually use!
I'll have the blockout on here as soon as someone shows me how (it's a large file)
worked solidly on it until today. Now i must find a way to put it on here!
Mike Hirsh helped a lot with cutting down shots, so thank you Mike. Also dan was always at hand to wake me at the keyboard and give me help.
I am currently waiting for a new Joseph to be rigged and weighted in a different way so i can finally begin test animating with a character we'll actually use!
I'll have the blockout on here as soon as someone shows me how (it's a large file)
Tuesday, April 17, 2007
Photos for blend shape reference
What am i doing?
Basic untimed animatic
Here is the animatic we will use as reference to the camera shots and scenes. Once completing the blockout, scenes will be edited down and timing will be added.
Simple (Crap) unfinished walkcycle
Here is a very quick walkcycle only testing the controls of the model and also how the weigting reacts to animating:
BLACKNESS>>>> AHHHHHH!
BLACKNESS>>>> AHHHHHH!
Weighting complete
After a long journey, i have finished weighting the boy. I had to stop where i felt i couldn't improve anymore. I think the weighting could be better but this is the best i could do with the time i have.
This is showing the extremes of his legs:
Please excuse the strange black areas??! - it wont go!
This is showing the extremes of his legs:
Please excuse the strange black areas??! - it wont go!
Thursday, March 15, 2007
In a fluster, using clusters.... ha... idiot
I have been experimenting with clusters and lattices on the sleeves. When the arm bends, the arm goes into the sleeve. I have (with the help of good old Alex) added a cluster controller to the rolled up sleeve that moves it up slightly to make it appear that the arm is deforming it itself.
Sleeve down -
Sleeve up - 
Sleeve up - 
I will also add the same controls to the shorts after i finish weighting him completely.
Weighting, waiting and more weighting
Soooooo, weighting the boy is really hard work.
After weighting him many times, once more i have finally come to a small breakthrough!
He's not completely done but almost. I cant mirror the weights as each time they have ruined everything, each joint has been done manually.

I still need to do the right arm and all of the fingers
Too much time
After weighting Joesph using Lattices etc (Very basically) I decided that it takes too much time and i have a better chance with paint weighting (I knew more about it).
I scrapped the Lattice/Flexors approach and started on the weight painting again, now with more confidence.

Alternate weighting techniques
After struggling with the weighting of Joseph i decided to look into lattice weighting. I have complete control over each vertices, adding and removing weight numerically.
each joint only affects the one next to it.

It's much like painting the weights on except it takes longer and it can look more like stop motion, not all bendy. Each lattice controls the deformation of the area it surrounds.
Being in control
I also added more controls to the spine of Joseph. This way i can be more precise in some of his movements while animating.
We can switch between IK and FKLosing weight
After weighting Joseph many times I realised that it would work better and would be easier if joseph lost weight.... ha ha. I made him slimmer in the body and also on his thighs, so moving his legs wouldnt cut into the body too much.
Front -

Side - 

Them bones, them bones, them dry bones
To help with the weighting and general movement of Joseph, we had to move the joints in certain areas.
I moved the hip joints down and more forward:
Old placement of hip joints -

New placement of hip joints -
Also the joints in the arms have been altered. The elbow joint is closer to the front for a better fold in the skin after weighting. The shoulders have also been pushed down and forward slightly.
Front view of upper skeleton -

Hopefully this should make things easier when it comes to weight painting!
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