This week has been some what of a traversing adventure in terms of sorting out Tubbs. Today w had decided to settle with what works and avoid what dosn't in the rig so we can continuie to the animating process and make progress. I had made a current final version of Tubbs's Rig and am now setting up the scene files for the each shot including camera cuts, resolution etc.
Over last weekend i had created the hose rig which is ready to be animated:
Friday, June 05, 2015
Friday, May 29, 2015
29/05/2015
Today i had been diverted by a double transform issue that emanates throughout the hierarchy and causes certain joints to rotate undesirably. This will be my main focus over the weekend to find a way around the issue as well as starting to set up the shots i have been assigned and possibly modelling some assets for the outside environment.
28/05/2015
Today i worked on finishing off Tubbs cape rig by modeling and rigging the Capes Knot. Began modelling the Mumz costume for Tubbs too, which includes the Apron and Gloves.
Thursday, May 28, 2015
Wednesday, May 27, 2015
26/05/2015
Today i had focused on the cape rig in which i had created an nHair system for free flowing automated cloth simulation. While encountering multiple problems to do with the controlling of the cape , i have decided to create n automated rig as well as a manual controlled rig also, think of an Ik-Fk switch for dynamic simulation,
25/05/2015
Today i had modeled Tubbs face mask and cape, i had skinned the face mask by copying the skin weights from the body to the mask. I had uv mapped both the cape and the face mask.
Friday, May 22, 2015
22/05/2015
Today i focused mainly on testing the rig for any possible issues, while testing i had created a few jiggle deformers to test the meshs plausibility of solid fluid deforming.
quick test for simple expressions, of course there will be a more in depth collection of expressions and polished animation later.
Tubbs Expressions test 01:
quick test for simple expressions, of course there will be a more in depth collection of expressions and polished animation later.
21/05/2015
Today i had started a walk cycle for the testing of the Tubbs rig and also some render tests to keep an eye on any deformations in the rig and textures that may need attention.
20/05/2015
Today i had focused on finishing off the articulation of the rig and further cleaned up the hierarchy of grouping. Testing was also done in terms of facial rig and possible breaks and deformations that may cause issues.
Wednesday, May 20, 2015
19/05/2015
Today i had found a solution to the double transforms on the facial rig, after which another issue had arisen however i managed to sort this out with an overlook of the rigs entirety and dissolved the cancer. I had also worked on smoothing the skin weight maps will had some SDK's to keep the volume in areas such as the elbows and knees.
Here is a screenshot of a test for a smile and frown using as minimal movement as possible:
Tuesday, May 19, 2015
16-18/05/2015
Over the weekend and during Monday i have continued to dissolve the situations of double transforming groups in terms of the curve based rig of the face. Although i had resolved the particular issue of unwanted transforming, another problem was sure to arise and that's what had happened, although my clusters group had zero transforms; they were still deforming undesirably.
15/05/2015
Today i had just been cleaning up the skin weighting maps and re created the mouth rig again.
Friday, May 15, 2015
14/05/2015
13/05/2015
Today was another day on skinning which has taken longer then expected due to me finding work arounds for minor issues like inherent transform etc.
12/05/2015
Today i believe i began work on the skin weighting process and general clean up of the rigs heirachy.
Monday, May 11, 2015
09-10/05/2015
during the weekend i had been setting up the eye rig manually and worked on cleaning up the heir achy of the groups and so on.
Apart from that i decided to give myself a few hours to do some sculpting, i used basic template which were already provided in mudbox (Reptile and T-Rex). The sculpts i had done took around an hour each and this is what i had produced in those hours. of course they are still rough and could do with alot more sculpting however they look alright for the concepts they intended to be.
Apart from that i decided to give myself a few hours to do some sculpting, i used basic template which were already provided in mudbox (Reptile and T-Rex). The sculpts i had done took around an hour each and this is what i had produced in those hours. of course they are still rough and could do with alot more sculpting however they look alright for the concepts they intended to be.
08/05/2015
Today i was unable to do any work all day because i had to spend all day removing everything from my USB drive and reformat it entirely which took until tomorrow the next day.
06-07/05/2015
during these two days i was unable to make real progress all due to my computer malfunctioning. at the end of the day on the 7th i was able to finaly have my problem resolved
Wednesday, May 06, 2015
05/04/2015
Today i had been working on applying the remainder of the constraints and connections including an IK-FK switch blended between a bind structure, i have a Gif animation screenshot for an example:
The blending between the IK and FK have worked out to have a really nice smooth transition between the two even when the IK-FK switch attribute is in the decimals.
The blending between the IK and FK have worked out to have a really nice smooth transition between the two even when the IK-FK switch attribute is in the decimals.
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