Thursday, 27 November 2008
Statues
Ok as I'm still pretty excited about the rig I decided to do one more thing with it before I call it a day. I really wanted to see how the statues look on the plynths at last. Basically I repositioned the rig into the statue position and duplicated the geometery, deleting any unnecissary parts of the rig to keep the scene clean. Then it was just a case of scaling it negatively to flip reverse the duplicate making for the nice mirror statue model.
I decided to use the same material that the pillars are textured in, because even though it's plain white the global illumination makes it look marbely. This is open to change if anyone has any good ideas, but one way or another I think the pillars and the statues are made from the same material. (Whatever that material be.)
I'm still inspired by the engraving Dan pulled off on his statue plaque, and I'm now wondering if these statues should have similar plaques made in stone. Looking at it the plynths look very very blank, and could perhaps use a plaque with "P.Fontana" engraved on it or something.
Comment any suggestions about this!
Or I could just talk to you both about it tomorrow. That's probably the best plan actually, considering I seriously doubt you'll be reading this before then.
Full complete rig
As for the problem of the face dissapearing when making the rig controls invisible, this was solved way easier than I thought last nite. It's a simple case of selecting the individual objects and turing off the visibility in the object display.
I had planned to get blendshapes done today, but made a fatal error by saving over the file I had been working on during the process, rather than making a seperate file to save the blendshape tests to. This mistake fully punished me when I found the rig had been de-skinned for some reason, and due to my frequent saves was unable to go back to when it was working. Luckily for me I had a seperate file from the beginning of the day, so all I had to do was repeat my whole days work to get it back to where it should be. This time I have 3 versions of the file saved, one to my memory stick, to ensure that this doesn't happen again.
So while I didn't quite get the rig fully ready to animate with today, it's still very nearly there, and I honestly think it's my best rig to date. I'm very pleased with myself on this one. Tomorrow I have to sacrifice the day so I can get my case report done and out the way, but over the weekend I plan to try and get the blendshapes done. I at least want to be able to give him to Dan and Phil by the end of monday, as all these rigging hiccups have set us back behind schedule slightly. Other than that, good days work!! I can sleep at last :-)
Wednesday, 26 November 2008
Yes another rigging problem
I'm not going to try and solve this now, simply because I really want to go home.
Painted Weights
The first issue that had been causing me problems was how I'd bound the skin to the character group rather than the individual geometery. This was probably confusing maya and causing the duplicate influences, but was easily solved simply by re-skinning.
The second issue was some keyframes on the mouth left over from Dans blendshape test. Again, easily solved by deleting those keyframes.
The third and most complex issue was my workflow. Alex suggested that I should focus on adding influence to joints that shouldn't be influenced by anything else so that nothing else can influence it. For example, completely flooding the afro geometery white so that no other joint can mess it up. After sorting out these main areas, it was just a case of fine tuning the other more delicate areas like the hands and feet. I still don't fully understand to be honest, but I definately have a much better idea of how to tackle painting weights now.
Another thing I picked up from Alex was not to bind anything that's going to be blendshaped or rigged further. I.e. the zip, as this will disable the ability to do anything with it. Instead I have parented them to the root controller (pelvis) so that they will still always stay with the model.
So here he is in all his arrogance! I'm very pleased with this rig. There's still 2 more things I want to do. One is to put a jiggle deformer on the Afro geometery, and the other is to sort the zip out so it can move. Both should be fairly straightforward processes and shouldn't take too long.
I havn't shown everything the rig is capable of in this playblast, mainly because it seems like a waste of time to go about keyframing all of that. Basically the full description of how it works is a couple of posts down.
Change of scene
Tuesday, 25 November 2008
Cleaning up the scene
Door frame texture
Today was one of those days where I worked loads and got very little done. Using Hyper Realistic Creature Creation, (Alias), I attempted dealing with the painting weights using various reccomended MEL scripts and tools such as hold weights. All of which resulted in failure. However, I managed to secure a meeting with Alex tomorrow and he assures me he will be able to help.
Monday, 24 November 2008
Door in the scene
Here's the new door in the scene. Looks pretty good with those colours to be honest. I still want to try applying the gold texture to the frame like Dan did with it in his scene, but I'm predicting it will stick out like a sore thumb. In case of that I'l try the roof tile colour, as this might link it up nicely. (The roof tiles, particularly on the porch look quite golden. Might be able to get away with it.) Otherwise The colour of the frame is quite nicely fitting with the mansion exterior already.
Open Sesame!!
Here we go, quick change of pivots and removal of non-keyable attributes, and we have a door that works!!
Front door remake
Ok, so today I spent at least an hour with Dan Dalli trying to work out exactly why painting weights refuses to work. All to no avail. So I ended up sending an email to Alex Hulse in the hope that he might be able to help out. (I will still post up some diagramatic notes For the weights and blendshapes in a minuit So you can see what the plan is.)
In the meantime I decided to get to work on the front door, as it's going to be one of the first things you see and at the moment it is very unimpressive.
The bottom one is the origonal remake- it looks far better than the origonal, but was still not quite right. Dan suggested I make it wider, and put the door knockers right down at the bottom to account for Pony's pathetic size. This looks so much better, as you can see in the middle image.
The top was an experiment to see if pulling planks out in a wacky fashion looked good. As you can see it really really does not. Far too busy, so the middle one is the model I will use
Saturday, 22 November 2008
Bouncy
Basically what I still need to do is sort out the orientation of the wrist joints, as at the moment they do not correspond to the rotation of the hand controllers. You can still rotate the hands, but its not very user freindly.
I will be following this link for the continuation of the tutorial, mainly so I can understand how to get a low rez version of the model to animate with that can be turned into the high rez model when it comes to render time.
Other than that it's pretty much a finished rig. (Painting weights and full blend shapes aside.) I decided not to give him a flexible spine, as he is pretty much a walking head, and a bending spine within that would look weird. I also decided there was no point in placing locators for the eyes as he has no pupils.
I've locked off every attribute that will be useless to make animating and keeping the graph editor tidy easier. I also created new attributes to control the fingers/thumb/feet/elbow movements. Im pretty pleased with it so far, as there should be no need to ever go into the skeleton during animating.
Thursday, 20 November 2008
Rigging tutorial
http://www.tutorialized.com/view/tutorial/Character-Rigging-in-Maya-Part-1/24521
Wednesday, 19 November 2008
Camera movement
Heres a quick playblast of a rough camera movement. Obviously needs a lot of work, i.e. timing photography. From this playblast I can see I might need to work something out about the edge of the plane where you can tell the scenery suddenly ends. Background image planes will be useful so I can see exactly what I need to do to the actual model if anything.
Grass test
Ok, this has been way more stress than it's worth. I followed that tutorial and fitting grass into the scene is basically not going to happen. The plane is far too big, and fitting grass with a suitable density into it causes all sorts of problems. I.e. I would have to smooth off the whole plane creating unecissary polygons, I would have to have it on an entirely seperate render layer, and even then it would still cause the computer/render farm to crash. A small patch such as the above is do-able, though it can't really be rendered with mental ray, and placing patches all over it is quite a lot of unnecissary work.
So I've gone for the simple solution of ditching the whole fur/grass thing. The realistic grass it creates doesn't really fit the style anyway. Instead, Dan suggested I go to work in finer detail with the soft modification. I agree.
focal length and angle of view
grass texture
http://cg-nation.com/articles/maya-grass-tutorial-needs-maya-fur/
Tuesday, 18 November 2008
mental ray tests
I used Phil and the tutorial posted previously to do some mental ray tests, specifically focusing on global illumination. Under the current settings it takes a looong time even just to test render, but the results are immaculate. check this out compared to previous renders. I also wacked a grainy texture onto the tiles and walls. The top image, being the latter, has a colour adjustment on the grass as I've had endless comments about the grass on the others being way too deep.
global illumination tutorial
heres the link to that mental ray tutorial guys.
Sunday, 16 November 2008
Soft modification and rearrainged trees
Friday, 14 November 2008
early colour tests
so here are some early colour tests. No textures thus far, just trying to get the colour right. The first image is totally wrong, its screamingly loud and all I can see is orange tiles. The second image is simply way too purple, and is too rich in colour. The third is getting there, adding more red based the colours from Phils research into the villas. The fourth is more like what I was aiming for, adding a bit more orange to get that salmon colouring.
Wednesday, 12 November 2008
window bars
Monday, 10 November 2008
Old stuff
Balconies
Windows/Gutters
Sunday, 9 November 2008
Pathway with trees
Saturday, 8 November 2008
Roof tiles
Heres the mansion exterior with the roof tiling. Had to do this the long way as I couldn't get the duplicate special to work well enough. The roofs on the side sections for example are sloped in an unusual way, requiring manual tweaking. I did have to adjust the roof shape slightly to get it to work. Duplicating entire lines of tiles however still sped the process up.
Dan, I know you reccomended texturing the tile first, but I grouped all the tiles together, so I can still apply one texture to all of them at once.
Thursday, 6 November 2008
Re-re-modelling the mansion
making the porch smoother
Wednesday, 5 November 2008
Mansion remake
I havnt yet built the roof in case I do end up changing the main building shape, and I havn't built the porch as I'm going to use the one I already modelled.
Dan, if I could grab the pillar you made, I'll replace the pillars I made on the porch with them as yours is so much better.