tag:blogger.com,1999:blog-20987105556344946412024-03-21T02:12:49.587-07:00Hand-made Pixels 'n' Stuff!Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.comBlogger30125tag:blogger.com,1999:blog-2098710555634494641.post-42393068821756759882013-05-19T20:26:00.000-07:002013-05-20T05:05:14.336-07:00Major Project Evaluation...So, it's been a almost a month since I did the last update, I've been very busy with Major Project, which is what I am now here to talk about!<br />
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ECHOES:<br />
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The journey with 'ECHOES' has been an awesome project, even though we are all glad to see the back of it now, haha. It allowed us to work together to create something that we couldn't even make a fraction of by ourselves, and thanks to Ruth's Directing and her and Joe's Unity skills, we've actually made a game! It allowed me to animate a vast array of different creatures, which was great for my personal taste and my showreel. I also enjoyed doing some game rigging for the 'Bark Basher' character, and animating his complex anatomy was a challenge, but good to put me out of my comfort zone. 'ECHOES' has definitely improved me as an animator overall, and made me realize I have a fondness for creature animation.<br />
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ELEPHANT ANIMATIONS:<br />
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I took over a shot and a walk cycle for Rachel Williams quite late in the project, but surprisingly I enjoyed animating in a tighter time frame. I wish I could have made the 'Shot_18' animation a bit better, as I was quite limited by the trunk following the monkey, but having to do a limited animation like that was a good challenge. The walk cycle was enjoyable to do as it was going back to the creature animation I like to do, and I have never animated a huge creature like an Elephant before, which added more diversity to my animations. Overall I wish I could have improved them a bit before having to hand them over to Rachel, but I was happy with how the walk cycle turned out!<br />
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TINY RIG SEQUENCE:<br />
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I had been looking at the Tiny rig on Creative Crash for awhile now, so it was a rig I was keen to try for my personal project this year. I would have used the Nico rig as I think he's awesome, but as I already had a lot of creature animation in my reel, I wanted to do a body mechanic piece with a 2-legged character, which Tiny was perfect for.<br />
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As for the rig, it produced really nice animation, although it was a bit daunting at first to get used to all of the controls. I also noticed that you could break his hands very easily while attempting to get to know what moves what, and his wrists would twist when the elbow was pulled or had high values on them. The rig file was also huge, so that if I tried to delete him from the scene it would crash Maya, so he could be a little awkward to animate with and move, but he was still a good rig. <br />
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As for the animation, I was quite satisfied with it, but I would have liked to have improved it more. It was also annoying that his teeth didn't render! GGRR. Oh well. Again, the sequence was definitely another challenge to completed the jumps and slides, as was difficult at first, but again it was enjoyable to animate and I liked the challenge.<br />
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CONCLUSION:<br />
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To conclude, I think I have challenged myself a bit with this major project, and wanted to do animations that I hadn't done before. I discovered that I like creature animation above character animation and would like to pursue this, and I enjoy working to a shorter time limit, a challenge which I thinks improves my skill. Overall I think this Major Project, while long (as sometimes soul destroying...), has been darn good, and I have enjoyed animating it. :)<br />
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<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-43558889919819690732013-04-24T22:03:00.000-07:002013-04-29T08:28:47.845-07:00Production Update: 1st Submittal. (Part 1 - Personal)So today we had our first submittal for Major Project, where we were asked to hand-in everything we have done so far to show the tutors how far along we are, and for a last chance at some in-depth written feedback from them before deadline. So this will be a good chance to show the work I have done so far. Today I will just post the update on my personal work, and then the game animations tomorrow.<br />
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Starting with my personal Project, there was a bit of a change to what I am doing, as I am no longer doing the Dinosaur composite that I posted about before. I decided last week, that I would trash that project to work on my colleagues compositing film, by animating her Elephant. I am now animating a shot for her, as well as doing an Elephant walk. I've also been trying to update my Tiny rig animation, although it is still not finished.<br />
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<iframe allowfullscreen="" frameborder="0" height="480" src="http://www.youtube.com/embed/-LpvLZwcTrU" width="640"></iframe> <br />
<iframe allowfullscreen="" frameborder="0" height="480" src="http://www.youtube.com/embed/Efnw-g-Lt-U" width="640"></iframe> <iframe allowfullscreen="" frameborder="0" height="480" src="http://www.youtube.com/embed/gFT7Z96o_xU" width="640"></iframe>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-86894599646924477002013-04-13T21:34:00.000-07:002013-04-29T07:58:07.041-07:00Production Update: Something Personal.Taking a short break from some of the game animation I have been doing, I've been working on (or at least trying...grr) on the second half of my personal project, which is another composited piece with the dinosaur rig I used in Specialist Animation 2!<br />
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My plan for this 10 second sequence is to animate the dinosaur chasing my friend across the screen, and knocking him over. I was excited about the awesomeness of this idea, but I have had such problems camera tracking this footage since Major Project begun, it's almost killed me. Initially I used the same tracking software we used in Specialist Animation 2, which was Boujou. However, for some reason Boujou would only track my sequence into multiple camera solves, instead of just 1, which I could not use. So, my tutor suggested I use PFTrack, which is the program the VFX students use at our uni. Long sotyr short, it eventually worked in PFTrack, but I couldn't line up the 3D scene in Maya, so half-way through emailing my tutor that it was impossible, I tried Boujou again, and....It freaking worked. GUH.<br />
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I'm still having to try to a little guesswork to get it to line up, but at least I have something to work with now, yay!<br />
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Phew.<br />
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Here is the filmed sequence the dinosaur will be placed in:<br />
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And this is the rough animatic I did in Pre-Production that I never showed, to show the rough placement of where the dinosaur will be.<br />
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Boujou progress screenshot.<br />
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Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-16746828436943264102013-04-02T18:01:00.000-07:002013-04-29T07:38:10.063-07:00Prduction Update: Cinematics and Death!So, far the past week I've just been working on the animations shown, (although not much difference yet) and also beginning to block out and sort the cameras out for the dragon cinematic, for the game. Asides from this, I've also been trying out poses for the dragon's death, although...Not going so well so far. Oh well, here's some screen previews for now.<br />
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<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-15993676132093512912013-03-24T19:04:00.000-07:002013-04-29T07:12:13.132-07:00Production Update: Large Animation Update!Not much has happened this week asides from continuing on with the animations I have started. I've updated the Dragon and Centaur animations, as well as posting a couple of new Fae animations! (The main character for our game).<br />
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I changed the dragon's flight cycle a little from last time, re-animating him to be more more erratic like a bat, due to his small size. The dragon bite swoop has also been improved on, but still needs a lot of work!<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/PWW1_7y1f7s" width="640"></iframe> <iframe allowfullscreen="" frameborder="0" height="480" src="http://www.youtube.com/embed/fCqvf8g7N_A" width="640"></iframe>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-55388247464254619072013-03-15T17:59:00.000-07:002013-04-28T15:38:11.146-07:00Production Update: In-game progression.So it's time for another update! At the moment I am just continuing with in-game animation, as before. This week I begun to do the Centaur Walk Forward animation for the game. It's still only being blocked out at this stage, but I have been concentrating on getting the feet poses right. This is it's progress so far, however still needs a lot of working on over the coming weeks.<br />
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I've also been working more on the Dragon's bite animation this week, improving from the last video I posted. After pondering it over and discussing it with my tutor, I decided to was bes to change the animation, so that the dragon would do a swooping bite, instead of just a rear back and bite. This proved to be a bit easier to animate, and it always looked better balance and motion wise, too.<br />
This is the animation roughed out so far. Will be working into it more in the coming weeks.<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/UHvdp7FrEKQ" width="640"></iframe>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-52100547296902538702013-03-06T23:09:00.000-08:002013-04-28T13:44:25.123-07:00Production Update: More In-Game Animation!Continuing on with some in-game animation, I begun to use my rig for the Bark Basher a couple of days ago to begin animating the in-game walk forward for the Bark Basher. It's going good, however there are still many tweaks to make and smoothing to do!<br />
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I've also been trying to rough out the animation for the dragon's in-game bite attack, however it's been a bit of a struggle trying to get the poses and the balance right. It's not animated yet, so it's just a rough out, but this is the anticipation for the bite so far..<br />
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I'm still not liking the look of it. Will have to keep trying until I get the base animation right. I will keep hacking at it in the coming week!Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-41056230833412967082013-02-27T00:03:00.000-08:002013-04-28T12:52:51.681-07:00Production Update: The Bark Basher is ready! So after a couple of weeks of testing and rigging, the Bark Basher is ready to be animated! Here are some shots of the finished rig!<br />
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I found the rigging quite enjoyable, actually, and would like to do more in the future. Asides from that, I've also been animating the dragon enemy this week, as I am animating his fly forward for the game. It looks like this so far, but I may be changing it in future, since the animation makes him appear larger than he is. Still, onwards!<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/A8UMak0NkS4" width="640"></iframe>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-52390592181992388672013-02-15T19:02:00.000-08:002013-04-28T11:42:25.887-07:00Production Update: The Beginning of the Bark Basher RigSo this past week I have been updating more on the Tiny rig animation (Slowly), and also working on the Bark Basher rig for our game, which will hopefully be finished in under a week. Some previews are below!<br />
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<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-12457048711743769292013-02-04T18:57:00.000-08:002013-04-28T08:50:46.440-07:00Production Update: Girl and Tiny PreviewIt's been about a week since my last progress post, and the girl animation is coming along nicely. I've been spending more time on the Tiny Sequence now, a 10 second body mechanic piece for my personal project, which I will be showing the progress so far in this post. So far it has taken me much longer than anticipated to get this animated out, due to the numerous problems I have had with animating the sprint at the beginning before he jumps, which you can see here:<br />
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As you can see, it really doesn't look right. The sprint isn't natural in itself, and it doesn't look like it's providing enough force for him to jump with, especially with that heavy body. I think I've re-done this sprint numerous times over the past week or so, trying to get it right...But it's not working.<br />
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So after having a talk with my tutor, we decided that a double jump, compared to a sprint, would be a much easier way to go about it, and would give him a more convincing take off! So after re-animating that verion this past week, here is how it looks so far now (Keep it mind this is far from finished):<br />
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I am much happier with this result! I've also been getting along with the girl animation nicely, which I plan to leave for the moment to do other animations, but this is how it looks so far:<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/9dpWpvrnf14" width="640"></iframe>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-34241581611599314562013-01-25T16:05:00.000-08:002013-04-28T07:36:13.461-07:00Finally, Production!So, from the 16th we finally moved onto production of our Major Project, and our game, 'ECHOES'. There's been a lot of preparing up to this point so it's nice to finally get onto making what we have been planning for awhile.<br />
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So far I have been animating the girl wave/beckon for our game (I showed some pre-production of it a couple of posts back). After speaking to my tutor, it was decided it looked more natural for her to put her hand on the tree and she peeked around, before doing the hand gesture. The only problem this caused was switching between FK to IK, as I couldn't get the poses to line up properly, so they would snap between frames, which, obviously, didn't look good. So In the end, I re-did the animation with just IK arms, as the motion of the arm follows the hand in this case, so even though the hand was in the air, I could also get away with animating it this way easily.<br />
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It's obviously not completed yet, but this is how it looks thus far.<br />
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Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-50806490594120145642013-01-17T17:33:00.000-08:002013-04-27T15:55:59.565-07:00End of Pre-Production...Part 2Ending yesterday's post (And ending Pre-Production once and for all!), the final thing I was working on for 'Echoes' was the rigging of the boss character, the Bark Basher.<br />
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To go ahead with the rigging in production, I needed to make a good plan of where the joints of the rig would go, and how they would move. So to do this I made a basic test rig to try out almost a beta version of the rig, and also planned where they joints and the controls which will be used will go, into the artist's turnaround.<br />
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Over-all, I found this part fun times! Here's a look at.<br />
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My rigging plan on the Artist's turnarounds. Turnaround and design by Fen Evetts!</div>
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So...That's pre-production finally over....yay!<br />
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Onto the fun stuff! ANIMATING.Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-32863950941059305972013-01-16T22:01:00.000-08:002013-04-27T14:20:34.566-07:00End of Pre-productionPre-Production finally ended today (We got a 2 day extension). So today and tomorrow I'll be uploading some more stuff I did for pre-production while we begin working on Production from tomorrow.<br />
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So, onto the last bouts of the pre-production!<br />
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These were the storyboards I did for the 10 second 'Dragon Cinematic' for our game 'ECHOES'. The idea was for the main character to walk into shot as the scene will play mid-game. As he walks in, the dragon will fly past him and land on a tree, giving a roar.<br />
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I put the storyboards shots together to make this rough animatic GIF to give a better sense to the timing and motion of the cinematic.</div>
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Asides from the storyboards and the rough cinematic, I decided to do a (very) rough CG pre-viz of the cinematic, to get a slightly better reference of how the scene will be placed, timed and animated.<br />
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I also repeated this process fro the Bark Basher intro cinematic, the boss character for our game.<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/UnFWdonHOTg" width="640"></iframe>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-8506096614724876982013-01-10T19:56:00.000-08:002013-04-27T13:09:47.685-07:00Looking at Horse's for the Centaur Character.Another character I will be animating within the game is the Centaur enemy, a half horse, half human character. I will be animating his walk forward and his damage in-game animations. For this I have been researching horse's, naturally, to see how they walk. I've managed to create a nice animatic folowing some thumbnails of horse walk poses I have done, to get a better understanding of the poses of the legs, and the up and down of the body.<br />
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These are my research sheets, looking into horse anatomy for muscle movement, and reference of horse's walking. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfzSy8zh_5IFHUVpBo3YviiJG3wCefm7MiLLUfdbD7VN2mr90rW7FPqixQ_5IU5RmqHyW-OkfGY9CzT0v8US9QvXON8lwspamjowhRavJBpzPmC_vEHDADKHm9rSAbu2vcuWPh9tXDSyk/s1600/Centaur02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfzSy8zh_5IFHUVpBo3YviiJG3wCefm7MiLLUfdbD7VN2mr90rW7FPqixQ_5IU5RmqHyW-OkfGY9CzT0v8US9QvXON8lwspamjowhRavJBpzPmC_vEHDADKHm9rSAbu2vcuWPh9tXDSyk/s640/Centaur02.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho749bmcvyxPdS4BVsXjmJ720q3inUen_R4L2gZJhU7rLrL2h1fusg19gL1bbZ6r1G9ip8lHprSz_xFgjMx-Hrj2z59JCJ3C4jFpqKaIYVAXySBwrJpmFTnV_CS343eWON-WdSWBZjQH4/s1600/Centaur03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho749bmcvyxPdS4BVsXjmJ720q3inUen_R4L2gZJhU7rLrL2h1fusg19gL1bbZ6r1G9ip8lHprSz_xFgjMx-Hrj2z59JCJ3C4jFpqKaIYVAXySBwrJpmFTnV_CS343eWON-WdSWBZjQH4/s640/Centaur03.jpg" width="640" /></a></div>
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Deadline is approaching! Gah!Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-63652816150168522572013-01-03T20:31:00.000-08:002013-04-27T13:09:02.094-07:00Researching for the Boss Character...The Bark Basher.<div class="separator" style="clear: both; text-align: center;">
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For part of our game. 'ECHOES', one of my colleagues is making the boss character for the game, nicknamed; the 'Bark Basher'. He's going to have heavy bark shield like arms, whilst having a crab's body. I'm having quite an involvement with this character as I will be rigging him, doing a couple of in-game animations for him (the walk forward and death) and will be animating him in one of the cinematics.<br />
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Since he has such heavy arms, I've decided to look at Gorilla's for reference as they move predominantly with their arms, as the BB (Bark Basher) will.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl5O9l03IeQ1ZVMGp9Fl2Mj1Rk-iXnMrcziF4A0WkYQRoD17CxMLQXiLyrsrIHSWjY4lUw5afJmYCdnWkp7VWw7pvi-4YQa94YDtQpA97HbD806pn8tDmOA6-YRA1wylfSRArGFp6k50w/s1600/Bark+Basher+02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl5O9l03IeQ1ZVMGp9Fl2Mj1Rk-iXnMrcziF4A0WkYQRoD17CxMLQXiLyrsrIHSWjY4lUw5afJmYCdnWkp7VWw7pvi-4YQa94YDtQpA97HbD806pn8tDmOA6-YRA1wylfSRArGFp6k50w/s640/Bark+Basher+02.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3bJJk9KP598KPeOC3NQPG3XhuezkfbELemAfOPmuaRc4jItxwKi0TzHVl7lhus0Q2Ilg2r0gsGX_3nshRnk-jgxZa4PKZRZ6C7w8Ef1Yu2McltSX1HaAXe12Az2rtzaqheNPoXLwZw6Y/s1600/Bark+Basher+03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3bJJk9KP598KPeOC3NQPG3XhuezkfbELemAfOPmuaRc4jItxwKi0TzHVl7lhus0Q2Ilg2r0gsGX_3nshRnk-jgxZa4PKZRZ6C7w8Ef1Yu2McltSX1HaAXe12Az2rtzaqheNPoXLwZw6Y/s640/Bark+Basher+03.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjczh9qq0rS16oBGG6E5TKO26eh2zaejBLQgm6lzNOehlFwNEk2Cwx6-Nt7iBlWMp0HlWtXd_fpatlw3LFU0UQdxcTvPwNk7bwRt0CI0_hwiCsziEZtulU22LWG6Q4JzCcQ64amA_QCvTU/s1600/Bark+Basher+04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjczh9qq0rS16oBGG6E5TKO26eh2zaejBLQgm6lzNOehlFwNEk2Cwx6-Nt7iBlWMp0HlWtXd_fpatlw3LFU0UQdxcTvPwNk7bwRt0CI0_hwiCsziEZtulU22LWG6Q4JzCcQ64amA_QCvTU/s640/Bark+Basher+04.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNB5zVHgtExG-uNbGcyQgsIntE_8_K5nmzLLwbaOeRWKEBGSDAmOvQYnFTHoKUoH4Yy5SP2lYw3oH2E68ePtm-nN2NWwVwMzYt59RSR2s1bIFSTdHa3n7Uw55vrG_Yb9zBZn9O_DiPCIU/s1600/Bark+Basher+05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNB5zVHgtExG-uNbGcyQgsIntE_8_K5nmzLLwbaOeRWKEBGSDAmOvQYnFTHoKUoH4Yy5SP2lYw3oH2E68ePtm-nN2NWwVwMzYt59RSR2s1bIFSTdHa3n7Uw55vrG_Yb9zBZn9O_DiPCIU/s640/Bark+Basher+05.jpg" width="640" /></a></div>
Below are the rough animatics I made as rough pose reference for the BB's walk forward, with the Gorilla as front arm reference and the spider walk cycle as his legs.<br />
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<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-24279507504868647642012-12-27T15:10:00.000-08:002013-04-27T13:08:30.426-07:00More pre-production...Deadline is in 10 days, steadily approaching. Time to show some other pre-production work I have been doing. I've been working on the strafe and idle research for the Fae (the main character in the game), however I've found it difficult to find video research of people strafing, oddly enough. So I made some thumbnails of the LAVs that I have recorded. (Which I will not be posting xD).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmJ-cuwaPfOyRHM6vNFiB9loCHdggs-jkY-n4o6CAN3LODyDwlqj2TrOUa9jnoI35CjGFzRnng2N_DVvlFjtJfNwkLpyAR2jadJAEXBYUINTXWTx9qMDx_v2YB80AYb5rRrTf3nao78YM/s1600/Fae+01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmJ-cuwaPfOyRHM6vNFiB9loCHdggs-jkY-n4o6CAN3LODyDwlqj2TrOUa9jnoI35CjGFzRnng2N_DVvlFjtJfNwkLpyAR2jadJAEXBYUINTXWTx9qMDx_v2YB80AYb5rRrTf3nao78YM/s640/Fae+01.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6aGoM3U7N-tG9vMMh-yqmy9RNZj8Ru2a78yvq0k99q1t8Pn26W1GxJl6uQhJgTDnueHLk8zysuJ7-Mp6j-KsMJs4MCewL0UkKhefB58AXceIEo8QlOURWXpA8zIieeAEQeOjvQ6guLq4/s1600/Fae+03-.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6aGoM3U7N-tG9vMMh-yqmy9RNZj8Ru2a78yvq0k99q1t8Pn26W1GxJl6uQhJgTDnueHLk8zysuJ7-Mp6j-KsMJs4MCewL0UkKhefB58AXceIEo8QlOURWXpA8zIieeAEQeOjvQ6guLq4/s640/Fae+03-.jpg" width="640" /></a></div>
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Looking at some goat anatomy, to figure out the structure of the leg to better see how the Fae's legs will move, as he has goat's legs. (In the style of)</div>
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And Idle animatic I quickly did to flesh out some of the poses before I will be animating it in CG further down the line. </div>
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Asides from work on the Fae, I've also been researching for the girl wave animation I will be doing. I've decided a beckon will be better instead of a wave, so I did a beckon in my LAV's, which I used to then create the thumbnails and the (very) rough animatic. I found it hard to find video reference for this animation as well, so once again, LAV's are my best friend!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJaU-yi5O_FERJ1LvXK1KNSvKbmnD21wHcb6Df7_Sq0PQFsAT8lrUKku9pnw0T9eQQ6W7dkr1Kgvz4SjagOz8XmmuSFqTDV0hqaCCDGL9ztBo1WCO9dHo4bR8UqQ2AM3eYE-XXHp-6Byk/s1600/girl1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJaU-yi5O_FERJ1LvXK1KNSvKbmnD21wHcb6Df7_Sq0PQFsAT8lrUKku9pnw0T9eQQ6W7dkr1Kgvz4SjagOz8XmmuSFqTDV0hqaCCDGL9ztBo1WCO9dHo4bR8UqQ2AM3eYE-XXHp-6Byk/s640/girl1.jpg" width="640" /></a></div>
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Girl beckon thumbnails. The red arrows indicate the motion of the arm and body.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5Cloo5hpjoO2rm63V3orbMozvlPoQ9-ynfA9NGAIbs2_ai0TgfBA6j588innMPvjnKUnOexsauMgXSCict4rqAQbqg4b1e_l5G6u4KwdV6rQa0Z5RQvlivb24qRx7XZOD3-6BqQQy_cE/s1600/girl2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5Cloo5hpjoO2rm63V3orbMozvlPoQ9-ynfA9NGAIbs2_ai0TgfBA6j588innMPvjnKUnOexsauMgXSCict4rqAQbqg4b1e_l5G6u4KwdV6rQa0Z5RQvlivb24qRx7XZOD3-6BqQQy_cE/s640/girl2.jpg" width="640" /></a></div>
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Just some images of girl's waving for reference. It does actually help to see the shape and pose of their hand, to see how far apart their fingers are, and the distance they are holding their hand from their body. It's made me notice children tend to keep their hands more close to their face when waving.</div>
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<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-17443053131884842992012-12-18T12:42:00.000-08:002013-04-26T14:15:55.734-07:00Continuing on with Pre-Production!After finishing Specialist Animation 2 project, we're now back on to Pre-Production permanently. Continuing on from the last post I did about it, I have continued to work on researching for the dragon, now with some complete animatics to show (although rough). As with the last pre-production post, the research I will be posting are the final research sheets, as I like to complete the sheets as I go along.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeNLdktMdgbiJtkhqgLVa0kEQY62dT56cZlgSfLtjemjEgBRIvgBZxbRUxyLuzHbF9Sg-4yASW61tQs6jpo5WCaGc7kR_R9CrI7QZMLKPumetJKoum0XN4bXWG6LBCoo8ELgH1NhfaFfE/s1600/Sheet+05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeNLdktMdgbiJtkhqgLVa0kEQY62dT56cZlgSfLtjemjEgBRIvgBZxbRUxyLuzHbF9Sg-4yASW61tQs6jpo5WCaGc7kR_R9CrI7QZMLKPumetJKoum0XN4bXWG6LBCoo8ELgH1NhfaFfE/s640/Sheet+05.jpg" width="640" /></a></div>
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Some dragon thumbnails based on the bat thumbs I did in the previous post, to explore the poses the dragon will do in flight,</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaJu7MhY76IOFBAIEN9fu6e3mhwS4sMJu9afe9DIKVk5W1nEy1yrWugbXqsqPjd8WU4NnUo00NIdHlNQMOx2Fob4mPKSrRX1948ac3ERW0Yv9WVFjfz-_HEdqD1SSbg_LmbP29kB6k4es/s1600/14.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaJu7MhY76IOFBAIEN9fu6e3mhwS4sMJu9afe9DIKVk5W1nEy1yrWugbXqsqPjd8WU4NnUo00NIdHlNQMOx2Fob4mPKSrRX1948ac3ERW0Yv9WVFjfz-_HEdqD1SSbg_LmbP29kB6k4es/s640/14.jpg" width="640" /></a></div>
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Research for the dragon bite attack, looking predominately at how crocodiles bite, as good reference.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMSJmrELuVFf1x9aEywt5luLTT6mp6fuqRA4yVDzo_0mInAO8xhKf7LU1AVscGQt3XawOBy2FBS7jmuqGlBulm1C14hftv9agQGru117b2HD0x0D88ypzzJB8k_opa-JRmQH5YeIgJflQ/s1600/Sheet+08.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMSJmrELuVFf1x9aEywt5luLTT6mp6fuqRA4yVDzo_0mInAO8xhKf7LU1AVscGQt3XawOBy2FBS7jmuqGlBulm1C14hftv9agQGru117b2HD0x0D88ypzzJB8k_opa-JRmQH5YeIgJflQ/s640/Sheet+08.jpg" width="640" /></a></div>
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I also completed these animatics for the fly foward, just as a rough guideline of the flight poses in action.<br />
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<iframe allowfullscreen="" frameborder="0" height="480" src="http://www.youtube.com/embed/H-XqbOjZ3Tw" width="640"></iframe><br />
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Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-25095413588511620632012-12-13T21:43:00.000-08:002013-04-27T13:45:02.388-07:00Dinosaur in Cardiff!Time for another blog post!<br />
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We just finished 'Specialist Animation 2' project we have been working on, so it's time to share the final outcome! Enjoy!<br />
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Here are more screencaps of the process before the final outcome video!<br />
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The final result!<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/XiBQKK1QGwE" width="640"></iframe>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-40204036940875334052012-11-29T14:03:00.000-08:002013-04-26T14:13:57.741-07:00<div class="separator" style="clear: both; text-align: center;">
So about a week ago, we began the 'Specialist Animation 2' project, involving us in finding a good high poly model to rig with The Setup Machine in Maya, and then composite the animation into some live action footage!</div>
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We were given permission to use free models from the internet, so I decided to use the Albertosaurus model from the infamous Albertosaurus rig. Not only is it a good model with a great texture, I get to animate a friggin' dinosaur! Aww right.</div>
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So we went out as a group to film footage of where we were going to place our models. In the end we chose beaut park in Cardiff. I chose to have my dinosaur walking around and jumping on these large circles of stones which are a feature in beaut park, figuring the stones with the tree's behind them would make a decent setting!</div>
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These are the storyboards I used to plan out my animation, to plan his movement and actions for the footage. I decided I wanted him to walk between the stones, sniffing the floor before jumping onto the large rock in the middle.</div>
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Before all this though, I began to rig the model using 'The Setup Machine' before deciding my animation, as we only had this first week to rig and skin our models. These are screenshots I have taken of the rigging process.</div>
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Once the rigging and default skinning is completed, it's now onto tweaking the skinning to make the model deform nicely before animation!<br />
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<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-87879669407418985332012-11-16T17:34:00.000-08:002013-04-26T09:02:14.469-07:00Mini-3-week-Project-ShowreelThis is the mini-showreel of animation I did for the 3 week 'Specialist Animation' project (as in previous posts to this one) in Uni, animating bouncing balls and a walk cycle using the ball-with-legs rig we had to create within the project (see below for rig making post). Technically this is about 2 weeks worth of the project as I cut out the week that we experimented in 'Motion Builder', as that wasn't pure animation so wasn't needed to be in the show-reel (it was also a train-wreck of an exercise...). I was a bit rusty of little practise in the summer, but, yeah! :-] Check it out.<br />
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H.s.Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-2631044772353621352012-11-08T16:22:00.000-08:002013-04-26T09:01:36.611-07:00Uni exercise: Rigging an IK setup in Maya<br />
During our 3 week Maya exercise, one of the weeks was spent learning how to rig within Maya with a basic IK leg setup, which was then layer used to create a walk cycle.<br />
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In order to create the bones for the rig, we grabbed an image from the internet to serve as a guideline to place the bones within, as usually when rigging there will either be a model or an image for the rigger to place the bones in.<br />
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Once the bones were created and matched up the leg in the image, they were then mirrored to create the other leg quickly.<br />
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After that, the IK handle was created, from the hip to the ankle, in order for the foot to control the motion of the leg, emulating the natural motion of the human leg.<br />
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The image was removed as it was no longer needed, and then we proceeded to create a foot-roll control switch which the animator can use in the channel box to create a quick foot-roll motion of the foot, as someone walks.<br />
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The same process was repeated for the other leg, completing the legs. The next step was to create controls for the feet, knee's and hip so the animator can control the rig, as you cannot animate straight from bones. In Maya we use NURBS shapes, such as circles to create 2D wire-frame type shapes which are then parented to the IK handle/bones so that the bones will follow their movement, thus allowing the animator to move them and therefore move the rig. In this case I used oval shapes for the feet controls around the feet, circles for the knee controls and a big circle for the hip control.<br />
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Most rigs will usually have a model that it will be created in and then skinned to, however since we didn't have a model nor need one for this exercise, we made feet, legs and a ball for the hips out of simple shapes which are then parented to the bones, so they will follow them, eliminating skinning time. This can work for simple shapes/animation exercises like this. After that was done this was the finished rig, ready to animate a walk cycle to!<br />
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A little rig test:<br />
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Will update soon with the finished mini-showreel of the final animations!<br />
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H.s.Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-89149194149463751912012-11-03T14:47:00.000-07:002013-04-26T14:26:17.317-07:00First previews of Pre-ProductionA quick update inbetween posts!<br />
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Before we begun the Specialist Animation 1 project, we did a week of Pre-production for our upcoming major project at the end of the year. For my 3rd year showreel/Major project, me and my uni colleagues will be creating a game called 'ECHOES', a fantasy RPG game. I'm the lead animator for the project, and will be producing some of the in-game animations for the game, as well as two 10 second cinematics.<br />
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As the lead animator, I created this time-table of which animations will be done by which animators for the game, including my own, under 'Hollie'.<br />
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I've started with research for the dragon animations, as this will be the first rig completed after the little girl rig. So far, I've been researching how bats fly, as reference for the Dragon's fly forward I am animating.</div>
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I'll be adding more of the pre-production I have done and will be doing, in further posts.Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-35670665320785706802012-11-01T14:33:00.000-07:002013-04-26T14:25:51.109-07:00Long time no post + huge updateHello again!<br />
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It's been awhile since I have posted here, and it's time I begin to jot down my work within university again, as a personal 3rd year journal, almost.<br />
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I will be moving blogs after University to focus more on professional grade work, but until then, this blog will serve as a good documentation of my 3rd year work, mostly about a collaborative PC game I am working on, called 'Echoes' for our 3rd year project, as well as work I have done so far.<br />
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The first project I have just finished this year was a Maya exercise where we had to animate a series of bouncing balls within Maya, build a ball-with-legs rig and animate a walk cycle on it, and then piece together and animate some motion-captured footage in a new program called 'Motion Builder', by Autodesk within 3 weeks.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV2caJtiUqLPht7MhZrzRkOGAjAbhZ0Li71Z53tbs3-TkSyIk4MwAGAPOQhonOr95EEWfj9UHvQgFcZXWYqwTMPBfwfAL6Hr3mfBSm_s4CPPH_Q_5MQ2jLcgm7KoXPf4M7YpbVx6_JdVs/s1600/rubberball01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV2caJtiUqLPht7MhZrzRkOGAjAbhZ0Li71Z53tbs3-TkSyIk4MwAGAPOQhonOr95EEWfj9UHvQgFcZXWYqwTMPBfwfAL6Hr3mfBSm_s4CPPH_Q_5MQ2jLcgm7KoXPf4M7YpbVx6_JdVs/s640/rubberball01.jpg" width="640" /></a></div>
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Using motion trails in Maya allowed us to see where the keys where in 3D space to create smooth loops for convincing ball bounces.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTiLu3fMiDn1Pp5Q6i_2MaJWpNMs9A1sgJ86mxGwuserziI8H_uRp9i65clNJv5fv6Se5DbQ9DzZqqZcGf2pMHptK5vSsQ0xkNsxaNpEhzlcsNvgWuXA3z4f_VNBL7lsxY3XddmnvV1zc/s1600/SCREEN3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="512" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTiLu3fMiDn1Pp5Q6i_2MaJWpNMs9A1sgJ86mxGwuserziI8H_uRp9i65clNJv5fv6Se5DbQ9DzZqqZcGf2pMHptK5vSsQ0xkNsxaNpEhzlcsNvgWuXA3z4f_VNBL7lsxY3XddmnvV1zc/s640/SCREEN3.jpg" width="640" /></a></div>
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In the next post I will be showing the rigging process to create the ball with legs.<br />
<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-3608693442753378022012-03-01T17:49:00.000-08:002012-04-08T14:48:18.390-07:00Work In Progress + Awesome tutorialsCurrently, here's a little WIP of my 'The Girl Who Talks With Crows' painting. A little preview for you. :)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXR7WNX_LdxquU-2Nevp-qqz7yAeK6L2WsQu8zEbTGEOqhg4HLI-9-3Pulyz2009NvvLmuHbV4PzHfih07nn3CXSorguxbX3KU25g0QgkletC_gTRQmDU3pBN8LWZ7B5SNLUFjFbQT-dc/s1600/IMGA0186.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXR7WNX_LdxquU-2Nevp-qqz7yAeK6L2WsQu8zEbTGEOqhg4HLI-9-3Pulyz2009NvvLmuHbV4PzHfih07nn3CXSorguxbX3KU25g0QgkletC_gTRQmDU3pBN8LWZ7B5SNLUFjFbQT-dc/s320/IMGA0186.JPG" width="240" /></a></div>
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(She seems a little, uh...off centre'd..due to my wrist being slightly curved when I took the picture, she's much straighter on paper, lol. I promise. ;D)</div>
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Also, I was introduced today by a friend to an amazing website called www.ctrlpaint.com</div>
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This guy has like, 130 video tutorials on painting and drawing, and teaches you all the techniques that you fundamentally need as an artist, he really is amazing, and his work is amazing too. He even goes as far to teach you about how to get inspiration. He is now on my 'Favourite Artists's' list!</div>
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Here's a recent video tutorial from his about displaying Form, Value and light in drawing and painting, something that is EXTREMELY useful for not making your work look flat, and honestly the fundamental for making your painting look more real and believable, check it out to see what I mean!</div>
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<iframe allowfullscreen="" frameborder="0" height="315" mozallowfullscreen="" src="http://player.vimeo.com/video/37590600?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="560"></iframe></div>
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Have a good day! ;)</div>
<br />Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0tag:blogger.com,1999:blog-2098710555634494641.post-22072203656970011962012-03-01T15:46:00.000-08:002012-04-08T14:48:57.525-07:00Working on a new painting, and animation!I'm currently working on a new painting inspired by a photography concept my friend wants to do, although the plan for my image is much darker. If all goes well, we should also be shooting this concept, as she is a model, which will be posted here!<br />
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The painting is called 'The girl who talks to crows'. I've Been collecting some images from the internet as reference and inspiration for my idea.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZu1AIn89kLCn_Wo6jH7jbqxt5h2Y4bvNY25uiSqlFZVgfVWAnIf5SqHxFHa07O_IOxH0DSeR-RyW4UGAhp3ifccyXTWs9Mwi0WyGSAUBsgA_VWm8n8RcVWZjz-QEA9JeICpEe1Bag9h4/s1600/Untitled-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZu1AIn89kLCn_Wo6jH7jbqxt5h2Y4bvNY25uiSqlFZVgfVWAnIf5SqHxFHa07O_IOxH0DSeR-RyW4UGAhp3ifccyXTWs9Mwi0WyGSAUBsgA_VWm8n8RcVWZjz-QEA9JeICpEe1Bag9h4/s640/Untitled-1.jpg" width="320" /></a></div>
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Getting some idea? ;D</div>
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After a failed attempt at starting drawing the image, I began to thumbnail the layout and image that I want the image to look like. Thumbnailing is so useful to get a good understanding what you want before you do it, Ive recently got into this technique of thumbailing before I draw. The image comes out so much better because it is planned first, instead of flying blind (how I used to work) and ultimately opening yourself to more mistakes. If you are simply doing some spontaneous drawing is it fine, but if you have a particular concept and/or image in mind, I would recommend thumbaniling and planning first!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-d2UpRQgmfU_QXGW9xYpinG2_6lr8txvFeonhK8x0DgeG4Omsolb-F8G7mX_bRRRUd3oCd16qeyYVfxC3FBCCI3t7g1zMc6gOVLxAI2RSXOVagIqHuqcYbZuSdEG_pn5iZ9RrlW9RtFs/s1600/IMGA0178.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-d2UpRQgmfU_QXGW9xYpinG2_6lr8txvFeonhK8x0DgeG4Omsolb-F8G7mX_bRRRUd3oCd16qeyYVfxC3FBCCI3t7g1zMc6gOVLxAI2RSXOVagIqHuqcYbZuSdEG_pn5iZ9RrlW9RtFs/s400/IMGA0178.JPG" width="400" /></a></div>
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Not the best drawing, but thumbs don't have to be. As long as you have the basic image clearly drawn for you to understand it, you've done a good job!</div>
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As the painting goes on, I'll also be posting WIPS here so you can see how I work and how I paint. I'll also be showing some of my animated walk cycle soon as well!</div>
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Stay tuned! ;)</div>Holliehttp://www.blogger.com/profile/08910723691732014127noreply@blogger.com0