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View Full Version : The Rubbish Monster, by Braam Jordaan


braam
11-13-2006, 09:40 AM
I started working on this anti-littering project during downtime last year. I did everything. I came up with the concept and the storyline and created all the characters. The only thing I could not do was the sound, but I knew what it should be like. I'm born Deaf to Deaf parents. Lara Hollis and Stephen Webster were kind enough to lend me their ears.

The concepth has been in my mind for a long time, but the rubbish monster was never involved. The idea of using a humanoid rubbish monster strolled into my mind when I was angry at a stranger. http://www.cgcentral.net/community/images/mainsmilies/angry.gif

I was walking down the Long Street, observing a stranger littering continiously despite ignoring the dustbins around him. I had enough of this and decided to approacgh the man and tell him where his litter belongs. He defiantly flashed his two middle fingers! http://www.cgcentral.net/community/images/mainsmilies/uglystupid2.gif

I was thinking "Be grateful, I don't turn into a smelly rubbish monster and munch you! Starting with your middle fingers!" I just walked away from him but definitely not as a loser, I got a great concept!

It was equally challenging and fun tow work on this project. The monster disintegrating was the most challenging - it needed a lot of rubbish interactions and it needed to look convincing. After doing some research, I realised that the 1500 stand-in (low-res) rigid bodies simulation on a 64-bit machine, faster and more stable than in Maya. I managed to solve the cross-platform problem issues. The MEL scripts were written to generate low resolution stand-in objects matching the selected high resolution objects. I outputted the objects to XSI for simulation and finally exported it back to my favourite application, Maya. http://www.cgcentral.net/community/images/mainsmilies/evil.gif

SCRIPT/CONCEPT DEVELOPMENT

http://forums.cgsociety.org/showthread.php?t=238511 (http://forums.cgsociety.org/showthread.php?t=238511)

CONCEPTUAL SKETCHES

http://www.files.bz/files/7987/Vuka%20Project/001.jpg

http://www.files.bz/files/7987/Vuka%20Project/002.jpg

THE ANIMATIC

http://www.files.bz/files/7987/Vuka Project/wip_2006_08_23.mpg (http://www.files.bz/files/7987/Vuka%20Project/wip_2006_08_23.mpg) (4MB)
(Right click - Save target As)


STILLS FROM THE ANIMATION


http://www.files.bz/files/7987/Vuka%20Project/establishing.jpg
http://www.files.bz/files/7987/Vuka%20Project/main_shack.jpg
http://www.files.bz/files/7987/Vuka%20Project/stretch.jpg
http://www.files.bz/files/7987/Vuka%20Project/monster2.jpg
http://www.files.bz/files/7987/Vuka%20Project/monster.jpg

THE ANIMATION

http://preview-sa.condorcape.com/dow...esentation.mov (http://preview-sa.condorcape.com/download.php?filepath=/admin/clients/CondorVFX/Vuka/vuka_13_11_2006_/Vuka_Braam_presentation.mov)
(Right click - Save target As)

CREDITS

Director: Braam Jordaan
Animation: Braam Jordaan
Concept/Script: Braam Jordaan
Sound Producer: Lara Hollis
Sound Design: Stephen Webster
Online Artist: Charmaine Greyling
Voice: Mike Westcott

Enjoy! Hope you guys like it.
Any critics, comments and suggestions will be appreciated.

Cheers
Braam

danydan
11-13-2006, 01:22 PM
nice work!
i like the textures, and the colors of this animation.
very cool!

JamesN
11-14-2006, 05:22 PM
Very nicely done!

ftaswin
11-14-2006, 08:19 PM
Awesome stuff!!!

Did you run the 3D part yourself??? Gee... amazing? Can you tell us a little about the joy of porting some stuff from XSI to Maya?


2 Thumbs up!



Ft

braam
11-15-2006, 08:45 AM
Hey guys,

Thanks for the compliments so far. I appreciated it.

Did you run the 3D part yourself??? Gee... amazing? Can you tell us a little about the joy of porting some stuff from XSI to Maya?
ftaswin: Thanks! Yes, I did... Some guys here helped with small parts when the time ran out. I'm loyal and faithful to Maya. :thumbsup:

About porting some stuff between Maya and XSI. The MEL scripts were written to generate low resolution stand-in objects matching selected high resolution objects. I outputted the point of disintegrating to XSI using the obj format. The rigid body simulation was done in XSI by Jason Slabber. Then finally exported the animation data back to my favourite application, Maya using the Filmbox plugin. The MEL scripts were used to clean up data and connect all anim curves nodes to the higher resolution rubbish bits.

Cheers,
Braam

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