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syrez-one
08-03-2006, 02:45 PM
UPDATE: scroll down to watch finished animation

hi there,
has been some time since my lasting posting..

studying film/animation in germany. i'm currently working on a rambo styled lizard for a little short with my collegues. http://www.syrez.org/gfx/sarge_4.jpg [ 3,2,1 are work in progress]

moddelling, rigging, binding has been done so far.. would like to remodell the arms now and back, but time doesn't offer.

now I was on, doing blend shapes for Facial Animation, but as I tried, I was unhappy with the results. The in between from eyelids and mouth are to linear ..

As this is my first time that i modelled a complete character, rigged it and set it up, its also my first step to facial animtion..

I heared Wire deformers should be to Slow and unhandy, so I thought of Bone driven System. Found http://www.cane-toad.com/tuteRig_Facial.htm this tutorial.. Seems to be more of what i want.

So my question is, what would you guys prefer? The expression amount does not have to be as huge, as i think for first animation, there will be a lot to struggle with the overall body controlls..

Vilperi
08-04-2006, 08:07 AM
Well, if the amount of expressions doesn't need to be huge, I suggest not to use bones. It takes a lot of time and tweaking. I would use blended morphs:thumbsup:

syrez-one
08-04-2006, 02:57 PM
thx, seems so, worked around with some joints in the face yesterday, very complex thing, understandable for me .. but blend shapes will have to do ;)

i've got another little updating problem in maya.. my Neck control doesn't update, when I key the other controls, like Spine and root.

Spine_ctrl is child of the root_ctrl, and the root_ctrl is parent of the Joints.

then i have a ctrl_group with all the outher groups in it.

ctrl_grp,
-l_foot
-r_foot
-l_arm
-r_arm
-head_and_arms_grp >> childs neck|head|jaw grp and childs wishbone_grp [ so that controllers move with upper body]

is there any way to control the update process? or do i have to fix the ctrl_grp hierarchy for that?

http://www.syrez.org/gfx/hierarchy.jpg

syrez-one
08-04-2006, 03:31 PM
*lol*, okay, I wonder why I did that but okay, must have been late at night.


I conneceted All Head Controls directly with the bones, except the neck, i used an orient there.

so I had to move the neck to update the Constraint, nah nah, first setup, and always something to learn.. also about your own stupidness ;)


thx, anyway.. keep u updated

syrez-one
08-08-2006, 02:16 PM
blend shapes are stopped for the moment, as i will first point out the the storyboard so that i only have to do what i need..

6-7 weeks left for my own deadline 9 weeks 'till beginning of presentation.

http://www.syrez.org/gfx/sarge_5.jpg

syrez-one
09-06-2006, 01:48 AM
as some guys of our crew dropped of the train, we put the project with the 4 lizards on ice..


so i went down and did a short story thing about a red button in a white room.

after ending up with an animatic that was about 4:30 mins long and not ending . i went down and broke it up, 4:30 mins animation in 4 weeks were an utopia and their was way much to do on cutting and suspense.

so, as its also my first character animation ever, i startet over again, with straight ahead pose to pose animation and tweaked around.. now i got around 30-40 seconds

the poses and action about the button is telled mostly.. i don't feel well about it.. but i think its okay for 2 1/2 weeks.. now i got 1 1/2 weeks more for rendering, doing sound and perhaps a little music or something?

i will post the animation as soon as its done rendering...

perhaps you guys can help me get where i want, when you see it..

syrez-one
09-14-2006, 01:14 PM
well, didn't work out that well with the sounds I looked out for.

so I used kill bill soundtrack which i know is copyrighted, and this will be the first and last time i show it to the public ..

no business purpose intended.

www.syrez.org/gfx/sarge.wmv (http://www.syrez.org/gfx/sarge.wmv)

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