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Showing posts from January, 2023

JPJ face rigging tutorials

 Though I found some online, as most of my model was made from the JPJ (JetPack Jones) tutorial, my facial rigging, skinning weights and other assets will come from there also.

example of adding more loops to my characters

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 This is a version of Maya that did not save, but I was able to screenshot it just in time. I want to add this type of geometry to my characters torso's so they are more flexible in the final animation. I not only 'would like to' but will post more consistently after the third of Feburary, when my Major project is my only focus, but in the mean time, I will post progress of my Major first in the morning starting this week. The submission of the posts will be less early and more meaningful.

Camera angles, movements, colors and rigging anatomy

 When I make my final animation I certainly want my scenes to feel less chaotic. From my feedback, I know to let scenes breathe and not disorientate the audience. I  also have lots of bright colours, so to not hurt my viewer's eyes and make assets clear, I will tone them down. In my rigging the anatomy was not correct, so I will also work on that.

Maya Vine class tutorial

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 In class today, we learned how to make a vine, we use the EP curve tool and then use the extrude tool to turn it into geometry.  In viewport Render To add the flowers and leaves, they a 3x1 plane exported as Maya UV's, the images were selected as Alpha's in the channel Photoshop layer then saved as Tiffs.

Major toolkit videos to watch

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 I want to watch this series of rigging videos on the toolkit website to help with my rigging for major.

Major reminder on rig rotation

 In a tutorial we was taught aboit promerly moving a rig. You go to attribute editor and move on the X, Y and Z joint orientation on maya so that the channel rotation is not affectedwich could make the rig stop working. Another tool is create joints- projection centering automatically aims joints inside the mesh. This  will need adjusting as the X axis goes down the mesh.

Major notes to consider for the future on 18/01/2023

From today' session with Kimberly, I wanted to consider these notes offer the meeting as a reminder on my blog to go on from. Overall I am going to keep my rig placements but improve on it so the character can have smoother movement and not collapse due to wanting to be ambitious with their movements. -maya add more edge loops around the waist -maya add blending deformed so shoulder doesn't collapse when arm moves -maya stop top chest skin weight so it stops slightly below middle chest joint and bring waist joint slightly above middle chest joint  -maya change joint size -maya pose editor -maya export skin weight map -maya ribbon mouth  -maya blend shapes 

Major Introduction

  For my major project, I have decided to continue on my idea from my minor project. A reminder: my minor project is about a boy who refuses to go to a house viewing but through finding a friend at the new place, he is more welcoming to the idea. This story is called ‘Change is always bad?’ During the minor project I have gone through such stages as researching, moodboarding, scripting, sketching, designing, colouring, character and environment designing, modelling, applying basic textures and prevising. What I plan to do now is to use all of this work as a foundation to refine and finalise my story for my major project.

Kitbash Maya robot museum piece

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 I was inspired to make something not organic this time, so I was inspired by Gundam to make a robot.   I think the stand with the bright reflecting colors makes it feel more like a museum piece than anything else, especially with the faded background which hides the fact the model is floating.

Kitbash Maya mech frog

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 This is the kitbash mech frog I made using Maya. There was the option to preview the assets before you imported them but I wanted to randomly create something.   I used a pixel frog as a template to use quadrilateral shapes to make the frog. I think as a silhouette it is readable as a frog. The colors do help it along, but from the start, I knew I wanted to mimic an organic life form. I got the background from HDRI haven.

Minor ‘Change is always bad?’ reflective statement + basecamp link

Overall this process was gratifying and transformative as I grasped determination, resiliency and consistency, using my time management with my Dissertation as a project. I feel both projects were elevated, as if, for instance, one task was taxing, I could go on to the next one so that I did not have whole days where one project was suffering because I put all my eggs in one basket. I liked making a story where I was familiar with the scenario, as I was going through it at the time, so my work felt like a projection of my real life. If I were to do this project again, I would probably make it more realistic, like British landmarks and it would be in first person, like VR, but overall, it would still be about moving out and living someplace new. https://3.basecamp.com/3715280/buckets/29526549/vaults/5377128149

Minor ‘Change is always bad?’ art of publication

Minor ‘Change is Always Bad_’ ART of DOCUMENT by shaiheim Henry-Ovid on Scribd

Minor ‘Change is always bad?’ final previz

 Directly below is my final previz for my minor project. This is the same draft as version 8, but quite precisely, it is the most robust version. Obtaining new inside from the Jason Micheal Hall Gnomon tutorials I now understand professionally that many iterations were necessary to get to a strong product. My storyboard was strong and so was the rest of my pre-production work, so when it came to the previz stage it was more translating than creating. I feel this showcases my script, storyboard, block out and animatic to their highest quality, and I feel the voices make the piece feel comical and light-hearted, as numerous drafts without audio were at a thodding pace and were quite lacklustre in context.

Jason Michael Hall minor blogs

 I noticed I did nt tag minor to my Gnomon files, and doing it now would affect their daily publishment, so I have gathered them all into one file that is actually tagged with minor. https://shenryblogucayr3.blogspot.com/2022/12/gnomon-pre-visualization-for-film-with.html https://shenryblogucayr3.blogspot.com/2022/12/gnomon-pre-visualization-for-film-with_12.html https://shenryblogucayr3.blogspot.com/2022/12/pre-visualization-for-film-with-jason.html https://shenryblogucayr3.blogspot.com/2022/12/gnomon-pre-visualization-for-film-with_14.html https://shenryblogucayr3.blogspot.com/2022/12/gnomon-pre-visualization-for-film-with_15.html https://shenryblogucayr3.blogspot.com/2022/12/gnomon-pre-visualization-for-film-with_16.html https://shenryblogucayr3.blogspot.com/2022/12/gnomon-pre-visualization-for-film-with_17.html https://shenryblogucayr3.blogspot.com/2022/12/gnomon-pre-visualization-for-film-with_88.html https://shenryblogucayr3.blogspot.com/2022/12/pre-visualization-for-film-wit...

Jason Michael Hall inspired exercise- edited narrative

  This is the story I made culminated. I included the script and storyboard to show the process as more of an evolutionary reflective piece than a stand alone sequence. Overall I think the animation strengthens the script and storyboard because the visuals are clear and the actions require no narration. I enjoyed this exercise and will go back to working on my Art Of document and re publishing draft version 8 with further explanation.

Jason Michael Hall inspired exercise- animation files

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(frame1) This scene is the exposition shot where the scene is set about two ninja's in a ring.  (frame 2) This scene shows our hero character appearing on screen for the first time, clear to us but not the characters, so it's dramatic irony. (frame 3) The hero character swoops closer to he unaware ninja's, this time his proximity is more apparent to the ninja' preferiall vision.  (frame 4) The hero character finally makes contact with the ninjas and tosses them to of he ring. An upper body shot was not necessary as the ninjas were taken by surprise so their facial reactions aren't relevant nor needed for blocking anyways, and the tilted camera is further back showing where the ninja's actually landed. Now having all these scenes blocked out, I can edit them for a draft correlating to my storyboard.  

Jason Michael Hall inspired exercise- storyboard

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  This is the storyboard I made following my script. It ends at number 4, as it hones in on one location. Therefore the order makes more sense. This is not the most detailed storyboard with writing under the scenes, but for it'sd pairing of the script it makes sense what's happening, especially for a short scene.

Jason Michael Hall inspired exercise- script

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  As the tutorial was about an action scene, I felt to create a similar theme as well. I have some characters I've made in my personal time and planned to a stealth combat scene. I was aiming for 9 scenes, but when going through the process, I was truly content with 4, as I want to focus on one scene, nor a series of events for the exercise.

PRE-VISUALIZATION FOR FILM WITH JASON MICHAEL HALL critique and final thoughts

 Previz is quite a new invention actually, in fact most of the previz artist on the Star Wars prequels own previz companies as they are one of the first to do previz. You have to remember 3D animation in films was first done by Toy Story 1 in 1995. When comparing the blocking to the polishing only the movements are altered and smoothened like dragging a character compared to a walk cycle, the blocking is meant to finalize timing and camera, so when polishing they never need to be changed. Previz is so accepted that it can be used as a pitch meeting for certain sequences in films. Rendering is not required. Pitchviz is also used, where you just present the initial idea to encourage excitement on a scene/action/ movement. Regardless for previz, visuals is most important, but if the time is available audio does not hurt. Once you polish it does not mean it's done, you can still edit, and even then it will still count as a first draft. So when making more drafts it's important to l...