Friday, 15 May 2009
Final thoughts
It has helped me understand the process more and made me realise how much work needs to go into fleshing out a character to make them believable.
There were several parts I found more easy to do then others, and the first being to come up with a character in the first place. I enoyed coming up with the story and the background history for my monkey, as this helped me in figuring out his physical apperance.
I enjoyed fleshing him out and coming up with the story boards.
One of the aspects I was worried about when I first decided that I wanted to take on all tasks involving the creation of my character was that I would be doing the modelling of my character in 3d. I had previously modelled my 2nd year set in maya, but I had never modelled anything organic, So this was going to be somewhat of a challange for me, As I am not very confident using maya yet and thought that I may struggle in this area. I found a pre rigged monkey online that I could use if all else failed, which helped to take the pressure of slightly.
But I was given several gnoman dvd tutorials to look at from Simon, and several others given to me from class mates, which helped me greatly. I had kept the design of the monkey purposly simple throughout my design concepts because I knew that I would be the one modelling it. I believe I created an interesting design with style which I was then able to translate onto the 3d model.This is something I feel quite proud of as I was very worried I wouldnt be able to complete it, But I stook with it and I am very happy with the results.
Another major aspect of me creating and modelling my own character in 3d was the rigging. This was something I was absolutly dreading right from day one. And I had to think long and hard before I modelled my character that is this something I wanted to try, Because if not, then I should either give my designs to someone else to model and rig, or just use a pre rigg. Because otherwise if I modelled the character then it didnt get rigged, it would be a waste of my time.
However, saying that I was quite determined (or stubborn) to carry on through the enitire process. As this is the goal I had set myself. So I finally sat down, and tried to get my head around rigging.After two weeks, over 90 saved versions, many panic attacks and sleepless nights later, I had my fully working body and facial rig. It had a few minor kinks that people had to help me iron out, but overall for my first attempt at rigging, I think it could have gone a lot worse.
I believe I am better off for going through the process. A baptism of fire if you will.
And I can honestly say, that it is the single most difficult thing I have had to learn in my whole three years of being on the degree.
I am not the most technically minded person, but I stook it out, and is something I am quite proud off. My knowledge of riggs and models will only get better and I feel more confident now I have taken that first step into understanding the process behind them both. This is an area of my skills that I feel I has definatly grown.
After that I was ready to start animating, I had been doing several test animations throughout my model making, But the whole rigging and modelling process took up quite a bit of time which unfortunatly cut into my animation time, Although this process will be quicker the next time I do it. I filmed myself acting out various movements and could see the benifits straight away in my animations, as I was able to pick out small gestures that would have otherwise been missed. I also looked at lots of footage of monkeys to see how they moved,and drew various storyboards to show my characters actions.
I feel my animations have gotten better since last year, and I feel that with the research I did in the actions, that this also helped me become more confident as it gives me another process in which to organise my planning, rather then doing a bit of planning and going straight into it. I now have video footage of myself acting scenes out, aswell as actual animal footage, and my other research I did previously to help me make the animation as good as I can.
This will be the process I follow for animation projects in the furture.
So overall I feel as though I have gained knowledge in several areas I was unsure of before, and I feel that this has helped inform other areas of my project and helped me create a piece that reflects this gain in confidence and skill.
final film submission
This is my final piece that I handed in to be marked, I decided that I prefered the version that was ambient occluded to the one with textures. Although I will try to render out a color version for the degree show. This is the movie, I havent been able to put the sound to it on blogger although the one being marked does have my music on it. There are a few aspects of the film I would like to change for the show. One of them being the style of font used for the txt, I found a good one called 'Cracked', Which went really well with my film, But unfortuantly my version of after effects didnt have it so I had to use another font. I would also like to retime the last few seconds of my film, As I feel that this goes by a bit to quick, But because of time restraints I had to get the renders started otherwise they wouldnt have been ready in time for hand in.This seems like a small aspect to overlook, but I had to render out using the computers in the studio as well as my laptop (which crashed several times and had to restart the render), So baring that in mind I really didnt have a lot of options as the computers took so long to render out my work. The first time it took over 14 hours, This time however because I handed in my work a week later due to my sick note extension, I had more computers available, but only 4 of them were opening my file, so it still took around 10 hours to render.
Wednesday, 13 May 2009
Here is a research video I did of myself acting out the scene were the monkey bites the brazil nut.I forgot that the part were the monkey throws the nut had been taken out a while ago, but I accidentally included the slam/throw into this. Also this is were I got the idea to delay the bottom jaw slightly when th emonkey shakes his head to create a drag. As embaressing as it is to film myself I could notice the benifits stright away, As it allowed me to pick up on small gestures that would have otherwise been overlooked.
Jump research
quad walk research
original fur texure
monkey color
Friday, 8 May 2009
group work, Susan
Screen shots of lighting test
Extension
I also ambient occluded my work, as I really like the effct and I am seriously considering handing in the final finished version in ambient occlusion, As it gives a really nice soft,clay feel to the characters.
Tuesday, 5 May 2009
Group work, Matts background
illness, a big problem
final blockout and timings
Monday, 4 May 2009
Music
group work, Laura
Monday, 27 April 2009
Blockout update
group work for james, compositing his frames
Saturday, 25 April 2009
model turn arounds
This is a fairly big post, These are the finished model turn arounds I have been unable to upload untill now. They show both the smoothed and proxy versions of the model aswell as the wireframe so that you can see how clean, or unclean the mesh is in both versions. They are done using playblasts so the quality is not perfect but it should be good enough to judge from. There is also a poly count in the corner of each playblast for each version.
jump block out
This is the blockout for the monkey jump, Again the timings are off, But I am focusing on getting all the key poses done, As I can then move on to timing and spacing the keys once I have something to work with. As of today the only things left for me to block out are the biped walk off screen, which is only a few seconds, and the scene involving the boulder. So I am currently over three quarters blocked out for my final film. I know there are several things wrong with the jump, all of which will be resolved in the finished version, such as the delayed landing etc.
quad walk monkey 1
This is the first block out I tried, the other quad tests I did before this one was unfortunatly lost when my laptop crashed. This took me around a week to do, as I did several practise walks which were lost. I think overall it is good first quad walk, as their are many different aspects to be taken into account when animating a quad. The problems I have noted for the time being are that the legs kick out to much and the action of the feet leaving the ground is not smooth enough. Also the monkey does not always move consistantly forward. My tutor Paul had quickly viewed this piece in class and said that the reason for it sticking slightly is due to me having key framed the walk on two's, rather then fours, which he suggested would make the action a lot smoother. These are all points I will be working on to correct once I have the initial blockout complete.
turtle smash rough blockout
Recently blogger has not allowed me to upload my movie files so I have been unable to keep as up to date with things like test animations and turn arounds of my finished model which I will eventually put up, Here is a playblast of the block out of the turtle smash part of my film, The timings are off but I have been trying to get the key poses in before I tweak the times.
Sunday, 19 April 2009
uv mapping again
Group work, Jay's model update
Thursday, 16 April 2009
Group work,Dave update
Wednesday, 8 April 2009
the graph editor
Group work, Jays turtle model
Tuesday, 31 March 2009
ik on monkey model
Their was a small worry today as I went to do another practise quad walk, I wanted to change it to IK but when I did the arms deformed quite badly, after playing around with it for a bit I found that the problem was that the elbow tabs on the rig needed to be moved out the way of the model, as when it touched it kinda broke the arm and twisted it. I thought it was originally a fault with the rig,and perhaps i had put the elbow widget in at a strange angle. But it appears to be in full working order.