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'Thinking Outside the Box'- The Bob Animations

I give you the first of 'The Bob Animations.' I hope you enjoy this little animation. The next one is already in production!!!

Sunday, 29 December 2013

Character Design: Villain Body Shapes.

So I have been working into the Villain. His body shape had yet to be found. Here are a couple of experiments. The first of which I was playing with the clothing what with the villains character being the closest to human compared to the rest of the hybrid race. (He was born a human and then evolved into a tortoise hybrid) Therefore he would most likely cling to human conventions and culture more than any other.


Below are a series of silhouettes in which I tried to play around with the proportions. I currently prefer D although I might straighten him up slightly. At least here there is clear indication of a shell like form complete with the claws of a tortoise. Although rather than three digits there are going to be five per hand.

Character Design- Hero Ears

Completely unsatisfied with my Hero's head and ears I took on board Alan's feedback and began to adjust the positioning of the ears to try and make my character less Kangaroo like. It really helped things!

The completely swept back ears seem much cooler than the upright ones. I'll need to focus on the angles of the ears, the way they 'contort' backwards (for want of a better way to put it) I'll be studying rabbits a lot more thats for sure.

Also just for the sakes of practise I attempted a sketchy turn around of the Hero before taking the front view and applying some colours to the mix.



Monday, 23 December 2013

Toolkit Maya Rigging

During the narrative project I created the entirety of the character using the Maya tutorials. Here I am using them as evidence of completing these tutorials. Please find below the work copied directly from this project including its development.

Feet and Legs
The series of images below are tests of the rigs leg and foot motion. Such as testing the IK handles in the leg (attaching the ankle to the hip and allowing the knee to bend). The toe tap appears fairly successful aside from the fact it looks a little extreme. 
There are constrained foot rolls and pirouettes being tested also. Finally, the biggest achievement is seeing the progression of the forward foot roll. From rocking back on a heel and moving forward onto the toes. (Seen in the last three images of this sequence.)






Spine and Neck
Here are the screenshots showing the binding of the head. The first is the neutral position, the second adjusting the opening of the jaw and the motion of the neck bending in the middle and from the point it attaches to the spine.



 These images  are the experimental binding of the characters bunches. The one below was a joking test to see if it would move.

  The pair below however show the motion forward and back depending on whether the character might tip her head forward to look at the floor or backward to the sky.

Finally below is a picture of the characters skirt completed using the technique of riveting. I can't pretend to understand it all yet, but I know if I tried the conventional rigging techniques we've been shown thus far my rig would have exploded.


 Arm and Han
The four following images show the construing of the fingers so that they might spread, close and clench into a fist.



 Here is a test of most of the binding, rigging and constraining on the arm. It appears fairly successful.

Here is the complete rig complete with all her controls, grouped and constrained for ease of use.





Toolkit Maya Skinning

During the narrative project I created the entirety of the character using the Maya tutorials. Here I am using them as evidence of completing these tutorials. Please find below the work copied directly from this project including its development.

Skeleton

So a bit of progress has been made. Lucy was given a basic skeleton complete with a 'ribbon spine'. Ideal for a cartoon character for the squash and stretch features it possesses. Its a fairly quick process, the long bit is the next bit. The skinning- attaching the skeleton to the model and ensuring movements between joints are corrected.

                             The ribbon spine completed            Addition of legs, hips and pelvis

                  Addition of the arms shoulders and hands              Finally the head


Lucy's complete skeleton!

Skinning

Below are playblasts of skinning tests as I was adjusting the weights between joints. These corrections help make the characters movement more natural when the joints are later manipulated during animation.




Below is a sample of the arm movements. Testing the wrist, elbow, shoulder and clavicle.



This bit is of the most fiddly and long winded section of the character. The hands and fingers



Now for the main body. Movement shown in the chest, spine joints and also the pelvis



Next comes the motion in the legs. Testing the motion of the hips and knees. 



Finally comes the motion in the feet and ankles. These ones bothered me most in that the ankle pointing down looks too soft. The thing is, there is only one ring of vertices assigned to the ankle joint itself.


The only bits left to do are to add joints to the bunches in Lucy's hair so they can react when she moves and the same with her skirt. I'm still not entirely clear on how to achieve this but I'm sure I will work it out shortly!


Toolkit Maya: UV Layout

During the narrative project I created the entirety of the character using the Maya tutorials. Here I am using them as evidence of completing these tutorials. Please find below the work copied directly from this project including its development.


I have just spent the last two days plastering Lucy with the brightly coloured UV maps. And after some interesting and frustrating sessions of unfolding items like hair and socks she's finally completed.












Toolkit Maya: Head and Body Modelling

During the narrative project I created the entirety of the character using the Maya tutorials. Here I am using them as evidence of completing these tutorials. Please find below the work copied directly from this project including its development.

Head Modelling- Initial blocking, Mouth, Nose, Ear, Neck, Throat, Eyes, Eyebrows, Hair

I completely forgot to blog the progression of Lucy's head! So here is the run down of her creation so far. here have bee a few issues in creating her head. What with having a teeny neck it did much up the geometry a little bit. Also i believe the eye might still be a headache to create and fit together. But there is a plan!

Here is the initial blocking out phase







 Then I began to model the nose, the lips (only a little) and the ears. the ears opened up a can of worms in that the shape of this head in particular meant geometry was a little out of whack, but with Alan's help (and a few friends helping me to sort out triangles) it all came out well in the end.







 Here I've gotten into creating the throat. Although  our character doesn't actually speak her expressions may lead to her opening her mouth.


Next on the agenda are creating the eyes and the hair for the character. I expect the hair to be quite a challenge!


Finishing off the head here. Had to recreate the eyes, make the hair and eyebrows.


 The hair was completely ad hoc. I had to guestimate a lot!






Upper Body Modelling- Torso, Arms, Hands 
So with the general look of our main character (now named Lucy) established I got started on the model making within Maya. I immediately ran into a hurdle with the head in how to create the eyes for this character. Despite our simultaneous tutorials with Alan covering modelling a head, the eye shapes are nothing like you're average eyeball. Needing back up I decided to drop the head and move to the body and block the majority of that out instead. I think its going quite well so far...










Creating the sleeve puff but was really quite easy (I wasn't entirely sure how it might go) But trying to do the collar however wound up being a bit of a mind bender... not wanting to mess up normals and things. I'm still not sure if its correct or not. It looks ok for now at least.


This is the end point after two sessions of modelling the body. I thought I would try and add to the detail creating a clear place for the buttons to sit. Its not so bad thus far. My next stop is to create the buttons to sit on the front and then get into creating the arms and legs.


Unfortunately creating the arms I forgot to record my progress but they didn't take that long to model despite missing an orthographic angle. I managed to guestimate using the tutorials



 Creating the hands were slightly long winded what with the example being followed only being four fingered while Lucy was designed to be five fingered. 



 It was about here I suddenly remembered her hands were the wrong way up and did go back and turn them 180 to make sure she didn't look broken.

Lower Body Modelling- Legs, Shoes
Here are the final stages of creating our character. Theres a lot here because its an amalgamation of several sessions of modelling! I wound up creating legs that went up to the waist ready for connecting to the waistband of the skirt for later rigging.


Then came the shoes. They were quite sweet if a little blocky.
 


 The body and head were connected

 And finally we have Lucy!