Animated Short | Oversight Animation | Rig troubleshooting

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  07 July 2013
Animated Short | Oversight Animation | Rig troubleshooting

Hi everyone, I'm currently working on a short animated film about an elite soldier name Ada Hutch who is searching for her brother on a strange planet. Throughout her journey on the planet, she encounters a strange creature. In the creatures efforts to destroy her, she is rescued by a mysterious jungle warrior.

Here is the link to our current progress on the project as well as a link to our current 3d Animatic.

3D WIP
http://oversightanimation.com/3d-an...teaser-trailer/

Website
http://oversightanimation.com/

Here is the link to the Original Animatic
https://vimeo.com/49914100

We are currently in the production stage, each character has been modeled UVmapped and rigged. Because I am not as proficient in rigging as I can be, I've currently ran into some stumbling blocks that I'm sure is probably an easy fix.

This video shows the problem that I am currently running into, which again is probably more than likely to be a simple fix.

http://www.youtube.com/watch?v=d-cV...eature=youtu.be

any thoughts about the project, and advice or assistance with the rig would be most helpful, thank you all.
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Short Animated Film
http://animatedgayle.com/
Animated Gayle Productions
 
  07 July 2013
Oversight Animation | Stills of Characters (WIP) work in progress

Here are stills of the characters


Modeled in Zbrush by Pedro Yapor



Retopology in Topogun, UV mapped and rigged in Maya



The Mystery warrior, Modeled and Rigged in Maya (WIP)




Modeled in Zbrush by Jonathan Padilla




Retopology for Rigging and animation
__________________
Continue to inspire by bringing your vision to life :)

Short Animated Film
http://animatedgayle.com/
Animated Gayle Productions

Last edited by Dowayne : 07 July 2013 at 11:45 PM. Reason: Changed Images
 
  08 August 2013
Did you solve your rigging problem? Hard to say from just watching a video, but it looks like the jaw control needs to move with the head control. Either via a node constrained to the head and the jaw a child/constrained to that node or directly a child of the head control.

I really like the zbrush sculpt of the main character, but I feel like some of the appeal was lost in the face in the maya translation or retopology. Seems sharper and more angular in every feature. The nose, cheek bones, forehead to eye sockets. I prefer the softer look of the sculpt more personally. Looks like the breast plate armor got a bit larger as well. Hard to tell in some of the openGL screenshots from your site. Not trying to be overly critical, I just feel like the sculpt has nice proportions and overall just great appeal. That seems have been lost on the production model.

The creature and helmet look really cool.
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.brett
 
  08 August 2013
hi there

Hi. Did you fix the jaw problem?looks like a hierarchy problem. I could check the rig if you upload it dude, for sure is a easy fix.
 
  08 August 2013
Originally Posted by Brettzies: Did you solve your rigging problem? Hard to say from just watching a video, but it looks like the jaw control needs to move with the head control. Either via a node constrained to the head and the jaw a child/constrained to that node or directly a child of the head control.

I really like the zbrush sculpt of the main character, but I feel like some of the appeal was lost in the face in the maya translation or retopology. Seems sharper and more angular in every feature. The nose, cheek bones, forehead to eye sockets. I prefer the softer look of the sculpt more personally. Looks like the breast plate armor got a bit larger as well. Hard to tell in some of the openGL screenshots from your site. Not trying to be overly critical, I just feel like the sculpt has nice proportions and overall just great appeal. That seems have been lost on the production model.

The creature and helmet look really cool.


Hi and Thank you! The rig situation with the creature has not been fully resolved as of yet, the main character and background have been the main priority on this project. I truly do appreciate your critique on the main character and her look, as the director and animator of this animation, I found it quite a challenge transferring the initial look from Zbrush to Maya considerably well. After prior research and time spent understanding both Zbrush and Topogun I've learned effective ways of maintaining the art that has been originally sculpted.

Regarding her final look, I truly do agree I like the facial structure of the character in Zbrush. There were discussions between my self and friends about the style that would be suitable for the animation. Mainly we wanted to maintain a stylized blend between realistic and cartoony, character as well as story. Primarily this project was going to be a full on animation (about 7 minutes or more) however based on time, work and other endeavors we've decided to create a trailer no more than 3 minutes.

My colleague and friend Pedro Yapor sculpted the model in Zbrush. I truly do thank him for his assistance on the main character model.



(You can see more of his work here: http://pedroyapor.blogspot.com/)
__________________
Continue to inspire by bringing your vision to life :)

Short Animated Film
http://animatedgayle.com/
Animated Gayle Productions

Last edited by Dowayne : 08 August 2013 at 01:49 PM. Reason: Font issues
 
  08 August 2013
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