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