Thursday, 11 December 2014
[Animation] Johnny animations
Thursday, 4 December 2014
Thug 1 Version 2 - Jenna Lane - 04/12/14
Okay morale seems to be rock bottom at the moment, so the retopology has taken much longer than needed or expected of Thug 1 version 2.
My time management and scheduling has slipped dramatically, if I was in a paid job I would have definitely been fired by now.
There is much room for improvement in the time management department.
Here is where I am at with the 2nd retopology.
Just the fingers and the foot to retopologize then simply mirroring the half over.
[Animation] Johnny Punch Animation progress
Problems identified: Elbow needs to be shifted, punch needs more ramp time.
Old Walk Cycle:
This needs to be refined at a later date in my own time, I know what to do based on feedback.
Wednesday, 3 December 2014
[Animation] Johnny Kick animation
This is the kick sequence that I've done generally I cant think what else I can do with it so if anyone has a suggestion or a comment on what can be done better please let me know
Problems encountered
- Slight probelm with his rig moving about or a limb holding position
- Right arm moving a little oddly
- Rig was fixed when I discovered that not all the rig was highlighted when key framing
- Still to be corrected only noticed after I had done the video above
- With the Kick and the walk cycle done I've just one animation to finish the Pickup animation
- I will redo the run cycle, as Rhys will redo the walk cycle to see if we can do it faster and better now that we both know our way around the basic of key framing animations
Thursday, 27 November 2014
Thug 1 Version 2 - Jenna Lane - 27/11/14
Here is the current status of version 2 of Thug 1.
I estimated that re-topology would take approximately 4 weeks instead of the initial 2 weeks taking into account lectures and such.
This model has overrun while trying to apply new techniques learnt from the previous model and topology tutorials.
The flow on the ear has improved greatly from the last one, it's relatively clean.
Here is a production schedule, with slots taking into account our lectures, free time, other events etc.
The work slots do vary in time and length but this is a baseline of my schedule.
[Animation] Current status of the model
Objective
we aim to have 3-4 animations done each for our presentation.
Current Status
we each have 3 animation blocked out we now have to focus on tweaking and correcting them. our walk cycles and run cycles we had complted Nick suggested that we retry them at a later day to see if we can do them faster and cleaner
Thursday, 13 November 2014
Sunday, 9 November 2014
[Animation] Johnny walk cycle (currently)
Thursday, 6 November 2014
Character - Thug 1 - Version 2 - 06/11/14 - Jenna Lane
Front of retopology version 2
Back
Close up of elbow
Close up front of arm
Close up of inner arm
Personally I think this topology has gone a bit atrocious, especially in the elbow area. The flow is unclean, going in many varying directions. Also there seems to be too many vertices going into the hand than needed.
Timeline of how long it took to retopologize Thug 1
As you can see it took 4 weeks and 2 days to complete.
Thursday, 30 October 2014
Animation- Update 30/10/2014
Task list:
Mike - Continue editing Walk Cycle, record self walk cycle for reference
Rhys - Set poses for Run Cycle, record self run cycle for reference
Problems I was having last week fixed, can finally move on with work.
Mike's Notes:
Transform set
Select:
Feet
Knee
Hands
Elbow
Waist control (big green ring)
Quick set for transform
Main controller should not move (the pole)
Move each set back to the middle of the bottom ring if character moves ahead
Auto key set on (red button in bottom corner)
File, set project. Important.
Once set go to the project folder then accept so maya makes files you need.
Shift select middle left arrow
Graph editor, 4th button down right side
Select everything then shift select bottom ring then add to shelf
Frame 104 773.142 translate X
Shift
Match up arms
Two screens
Go to panel in viewport
Tear off copy
drag image to second screen
Create camera
scale up to see everything
panel look through selected camrea
see through camera to get a fixed view of the animation
Gantt Chart is on schedule.
Mike - Continue editing Walk Cycle, record self walk cycle for reference
Rhys - Set poses for Run Cycle, record self run cycle for reference
Problems I was having last week fixed, can finally move on with work.
Mike's Notes:
Transform set
Select:
Feet
Knee
Hands
Elbow
Waist control (big green ring)
Quick set for transform
Main controller should not move (the pole)
Move each set back to the middle of the bottom ring if character moves ahead
Auto key set on (red button in bottom corner)
File, set project. Important.
Once set go to the project folder then accept so maya makes files you need.
Shift select middle left arrow
Graph editor, 4th button down right side
Select everything then shift select bottom ring then add to shelf
Frame 104 773.142 translate X
Shift
Match up arms
Two screens
Go to panel in viewport
Tear off copy
drag image to second screen
Create camera
scale up to see everything
panel look through selected camrea
see through camera to get a fixed view of the animation
Gantt Chart is on schedule.
Character - Thug 1 - 30/10/14 - Jenna Lane
The model is pretty much complete, however it is in need of definite refinement.
The head is mainly clean, however the ear will need a complete rework and the flow going down into the torso from the front of the neck needs to be cleaned up.
I now have the shoulder attached again but I had to have more topology going across the chest which it doesn't really need. Removing the extra loop causing the problem resulted in a triangle.
For new models the shoulder needs refinement in it's flow and how much topology it has to allow it to raise correctly.
The hands I'm relatively happy with and been told they are clean.
Wednesday, 29 October 2014
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