Friday 21 May 2010

Wednesday 19 May 2010

Thursday 13 May 2010

Sunday 2 May 2010

Thursday 22 April 2010

Wednesday 21 April 2010

Tuesday 20 April 2010

Adjusting the fingers

Just been playing around with the feel of the fingers after the Hitman attaches the silencer to the gun

Animation scene test 3

Animation scene test 1 and 2





Just trying to get a good block out

Thursday 8 April 2010

Several more Realflow tests

I came into uni today to try and finnish off the dynamics from realflow, I am almost there, there is a whole load of tweaking and messing around with some of the attributes. Here are a whole set of test i spent producing today





















Wednesday 7 April 2010

More realflow tests

Been spending all day in with Stu and Dan trying to produce the water burst, ill post some tests below. They do look the part but for some reason i can not get the spray at the beginning of the squirt. I have tried verious differents methods but i still cant achieve it. I showed it to Dan and he says it looks alrite but i needed to produce more of a cone angle then the previous test that i produced where the water is spat out like a fountain statue. Here are the tests











Tuesday 6 April 2010

Double the emitter

Over the last couple of days i have been producing several different test in both Maya and realflow. I think i have managed to produce the final output that we may use for the final scene. When rendering it out in Maya and viewing it, i seem to feel that i have missed something out, it seems to be far less particles emitting out. So what i have done was to export the particles of out realflow without rendering out the mesh, then importing it into Maya. I decided to import the same particle cylinders a few times which will increase the amount of particles shown when rendering, below is a screen dump to show you what i mean. What we also have to keep in mind is the condition and lighting of the room, the room would not be fully lit to show every single particle. The light shall be dimmed down so you wont be able to see and notie any problems. You can get away with alot when playing around with lighting

Friday 2 April 2010

Realflow tests

Here are a bunch of realflow dynamic test that i have been doing, im trying to produce the effect of the target character spitting out out a mouth full of water. Im going through a lot of refrence videos from youtube to see the way in which water is spat out









Wednesday 31 March 2010

Realflow water spitting out

Ok now i have gone and started the first stage of creating one of the dynamics simulations for the scene where the target squirts out a mouth full of water. This simulation will not be done in Maya but i will be using a different programme called Realflow which specialises in dynamic simulation. As i am only testing the different methods in approaching the simulation, i have print screen below what i have used and the results i gained. If this technique works out i may not need to spend more time in finding different way in producing the simulation. One thing i played around with was the amount of particles that would emit from the emitter. At default it was on 50,000, but as i simulated it the particles just kept on flowing on and on. I then tried 10,000 and 5000 which kind of gave the same results. So i stuck with 700 which seems to emit the rite amount of particles


Monday 29 March 2010

BlendShapes









Update continued

I sent the rig over to Dan to play around with( some areas were weighted) and he noticed how some part of the mesh started to deform quite badly. Taking the advice Dan gave me onboard i went back to the rig file and played around with some of joints inorder to see if they were usable in our shots. What i found out was the rig itself has nothing wrong with it, the reason the deformation occurs is due the way the person controlling the rig rotates the joint. As Dan gave it another go aswel he also said how the rig wasnt bad itslef, all that was needed was for us to sit down with the rig and just rotate joints that are supposed to be rotated. As Staurt is the lead animator Dan suggested i give him the rig to play with and to see whether the rig is functional for him. Screen shot below is the weighting continued....

Friday 26 March 2010

Update 2...

Ok i have done the weights on the arm, shoulder and knee. Ill post a picture below of the progress, what you will notice is some deformation around the elbow area. It occurs once the elbow is rotated in its normal position. Ill try get past it though

Thursday 25 March 2010

Rigging Complete



Update

Ok i manged to figure out how to connect and rig the tie to the hitman with out creating any deformation or other problems. However Dan i follwed the steps you e-mailed me on using deformation for the top of the tie and the belt buckle. The steps i used were:

Smooth bind the tie joint to the tie,
parent the tie joint to the hipsmanip
parent the tie to the mesh
the bind the rig to the mesh

At the moment i am currently weighting up the hitman elbow, managed to do his arm at a good standard and everything else is comming on smoothly. Heres a pic of the tie inactionm, i still need to make control though

Wednesday 17 March 2010

Monday 15 March 2010

Wednesday 3 February 2010

Jiggle

just playing around with the jiggle deformer, which will be used to simulate the dynamics of the clothes

Friday 29 January 2010

Very important

Yo peeps, i have started rigging the target again and i am using the method that we tried yesturday for the joint so there will be a nice bend in the shoulder. I am at the stage of placing the joint in the right place and all i need is your approval of wether it looks good. If it does ill leave the joint there if it does not then ill have to move it around somewhere. Pictures are below one low poly and the other smooth. If you guys are able to send feedback asap that would be great as im doing the rig now


Friday 15 January 2010

Progress with painting weights

I can now say that both the Ninja rig and Targets are completed to a good standard. As the ninha was the first charcater i started rigging it was only fair for me to start painting the weights on the joints. At first painting weights were really confusing and hard, mainly due to not having a clue to what i was doing. But after spending about a week with the weights i managed to get an understanding on what tools do what and when to apply them at certain time. The weights on the ninja seem to be going good at the moment and i went ahead to do a little animation for the character.


Wednesday 13 January 2010

Target rig 85% complete

Just like what the title says its almost don, same with the ninja rig aswell. Ive started painting weights on the ninja and its going all good. Ive the left the weights for a while to i could get the target rig done

Thursday 7 January 2010

Animation test

Just got one of my mates to do a little quick basic walk cycles jus to see if the rig is ok, the only problem i see is that the weights needs be painted


Trouble painting weights

I dont know what it is but the rig is okay but when i bind it to the mesh and start to move around the body part, the legs are fine they move nice but its the shoulder area where it deforms quite bad lol. I know the problem and how to resolve it, it rest all apon the weighting that we apply to the mesh. I had a go at it isolved some areas but couldnt do the same for others. If you want next time im in, you guys can have a go at painting weights if you want

Monday 4 January 2010

Ninja Rig complete

Yo, hows it going people. Just wanted to say that the rigging for the Ninja character is completed and i think wou guys will like its and it should be animation friendly. I would put a picture on the blog but i rather show u lot in person