Saturday, April 30, 2011
Render Test Animation For PCC3
Another Render Test animation. I have done the animation, the shading/lighting and the rig. Robert Reategui have done the model. This took me about 12 hrs to render on my computer 0.0, yea it took forever, but i do have to say i took a very nice nap.
Wednesday, April 27, 2011
Great Dane Tail motion test
A simple motion test of the dynamics of the great dane i have rigged. Soon i will have it animated.
Great Dane Render Update
An update on the texture i have done a month ago. I added textures to the eyes and improve the color...next is to add fur and change the body look.
Monday, April 25, 2011
Sunday, April 24, 2011
Friday, April 22, 2011
PCC 3 Render Test
An asset that i am currently working on, I personally made the texture and light setup. I am considering on changing the texture once i develop my demo real. The character base texture is black with some red cloud design, once the character is shine with any light source( with color or not) the arrow designs shall show and if the light shine on it is a color...like right now purple, the character skin will change to that hue.
Thursday, April 14, 2011
iKSpringSolver
Today i was kinda reintroduce to the -ikSpringSolver- in maya. From what i have been told and research for the past few hours is that this solver is best for non-traditional character ie: Dog with more than 3 or 4 joints. It gives a even influence throughout the joint chain.
However thru the few hours of hassling with the solver there are some tricks i would like to say to achieve a successful motion like an RPsolver. First off, to get the -ikSpringSolver-
1.) Mel section on the button of the maya window; type ikSpringSolver
2.) In the ik Handle tool, open the option box and the -ikSpringSolver- node will be "unlocked"
3.) Next is to select you joint chain, like you normally would for any other ikHandle
4.) Some people out in the forums suggest to group the ikHandle and do a parent constaint from the Control to the handle group pad, However when i do that i develop an offset or no direct influence to the knee, for an example when i rotate the "Master/move all control" the knee just rotates on its own, so i just do a normal parent constraint like i would do for a normal ikHandle
(I will do another test on step 4 to see which method is better)
5.) select the "Master Control/Move all Control", this step is important, if you have already tried to rotate the "Move_All_Control" you will notice an offset or the knee rotates on its own, to solve this issue is to select the move all control, parent constraint it to a pad of the joint you have used for the ikSpringSolver. I used the master rig for the mement, i shall do another update to inform is that step is a good idea or not.
6.) and in the End you have made a useful Ikhandle movement.
7.) To add a pole vector icon is not recommend. From my test of using locators and controls the pole vector method doesnt work successful. If you have tried or done so you will notice the knee rotate and do the offset, when you rotate the move all control. Dont worry it is not fully broken. To my knowledge and me playing with it for a few hours, i believe the pole vector is overwriting the rotation values or something.
A solution to this is doing the "No-Flip leg method," from my many recreation attempts it work successfully. If you wonder what the no flip leg method there are many videos on youtube that explains that method.
~Additional Thoughts~
One issue i am dealing with is the fact that when zeroing out or doing the undo command sometimes pops the ikhandle out of place, i just reinput the zero into what i moved. I shall do many more test to figure out a better solution but yea...I hope that this works out for everyone. I may do a podcast or a just capture my method on how to do it, but yea thats the end.
However thru the few hours of hassling with the solver there are some tricks i would like to say to achieve a successful motion like an RPsolver. First off, to get the -ikSpringSolver-
1.) Mel section on the button of the maya window; type ikSpringSolver
2.) In the ik Handle tool, open the option box and the -ikSpringSolver- node will be "unlocked"
3.) Next is to select you joint chain, like you normally would for any other ikHandle
4.) Some people out in the forums suggest to group the ikHandle and do a parent constaint from the Control to the handle group pad, However when i do that i develop an offset or no direct influence to the knee, for an example when i rotate the "Master/move all control" the knee just rotates on its own, so i just do a normal parent constraint like i would do for a normal ikHandle
(I will do another test on step 4 to see which method is better)
5.) select the "Master Control/Move all Control", this step is important, if you have already tried to rotate the "Move_All_Control" you will notice an offset or the knee rotates on its own, to solve this issue is to select the move all control, parent constraint it to a pad of the joint you have used for the ikSpringSolver. I used the master rig for the mement, i shall do another update to inform is that step is a good idea or not.
6.) and in the End you have made a useful Ikhandle movement.
7.) To add a pole vector icon is not recommend. From my test of using locators and controls the pole vector method doesnt work successful. If you have tried or done so you will notice the knee rotate and do the offset, when you rotate the move all control. Dont worry it is not fully broken. To my knowledge and me playing with it for a few hours, i believe the pole vector is overwriting the rotation values or something.
A solution to this is doing the "No-Flip leg method," from my many recreation attempts it work successfully. If you wonder what the no flip leg method there are many videos on youtube that explains that method.
~Additional Thoughts~
One issue i am dealing with is the fact that when zeroing out or doing the undo command sometimes pops the ikhandle out of place, i just reinput the zero into what i moved. I shall do many more test to figure out a better solution but yea...I hope that this works out for everyone. I may do a podcast or a just capture my method on how to do it, but yea thats the end.
Monday, April 11, 2011
Original Chao
Well after a long chat with my modeler, he seems kinda displeased with the turn of event of his model, so i took it upon myself to rig his original piece with no alterations what so ever. Started at 2:50am on 4/11/2011, i predict i will have this fully rigged, no proxy, just bind within 3 days....scraping my PCC 3 rig and removing all toon and squash from the rig. I will post the time tracker and images of it.
Monday, April 4, 2011
Pcc3 Motion Test
Head Tail Motion Test from Joel Pizarro on Vimeo.
A simple Motion Test and my first Vimeo video post.
Sunday, April 3, 2011
Week 01 on PCC3
Progress of my Pcc3 asset.....Week 1, which is like only 3 days of work. Haven't gotten the bind all work out, but the proxy is well done. I also have the "dynamic" set for the head tail and the tail, may need a for more influence or sliders to mess with and it will work out fine. Well, time to continue working
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