Short Scenes: Pygmalion Computer Graphics Project


#561

maronson, don’t worry about the compositor work my friend. Sounds is ready, and there won’t be any complicated special effects to produce anyway, just composite the scenes. I don’t think it’ll take days to finish. :slight_smile:

By the way, could you upload background video of clasroom to ftp so I can set up lighting and camera ange according to it.


#562

I see what you mean. I’ve been modeling mostly from the hand drawn illustration. No, it’s definately not too late to make changes. I’ll stretch out the body and add the back window (on the side) as well. I’ll work on it tonight, as for now, off to work…


#563

OK. I am ready to get rolling. The V.O. for GBS is fun and I am anxious to get on the scenes.

Maronson- I just sent you an e-mail with a quick qestion.
My FTP account is working so that is good.

Toughan- Is there any chance you can post an occastional quicktime or mp4. I can not add anything to my work computer (to view .avi for example) and would love to see what you are doing and to critique each other. If that is a pain I will just check them out at home.

Thanks


#564

If you extend the pause after the word “consonants” the shape of the exhaled smoke should be the two letters “ph”. But that means we haven’t set up the joke well enough. So
shot 9 should start with a smoke ring.

Shot 11 could begin with smoke vowels to cover the audience reaction to the
end of shot 10.

Then I think we will have two great shots. Puffs taken after the dialogue will likely be edited out by the scene editor. Their prime directive is always to “keep advancing the story.”


#565

Hey Chris, I recompress quicktime .mov files for you to watch animations my friend. Here they are;
http://www.tughan.com/cgtalk/Student_01.mov
http://www.tughan.com/cgtalk/Student_02.mov
http://www.tughan.com/cgtalk/Student_03.mov
http://www.tughan.com/cgtalk/Student_04.mov


#566

Hey Tughan. Thanks a lot. I will check them out. It will be great to see what other animators on the project are doing.


#567

I put in some work on the texture over Thanksgiving break. I got further on the hair and I think I should be able to upload some shots of what I have for critique purposes later tonight. I’m still not sure about my method though, so if anyone has any suggestions on how to model hair like Henry’s (all messed up, but still cartoony) it couldn’t hurt.


#568

Alistair McCello: You made my day! I love the textures in the tie and vest. Be sure to post a wire model so that the animators (and others) can take a look and see if they can spot any problems. Your model needs no lip synch so they might go easy on you.

Tughan: I sent e-mail to our video camera man asking for your background but no answer yet.

We may have solved the problem Nottoshabi was having with the rigged model file for Covent Garden Liza. Matt made a new post where there is no hair tube shader on the model or in the hypershade. That seemed to solve the problem for me. Let’s see if nottoshabi has the same experience.


#569

Hello everyone. Well I have started to check out George B. Shaw and have some questions. Have kgaulin and jayezon started to animate?

There are no controls to unsmooth for animation and the smoothed geometry is very very slow for me. It is hard to get poses. I am on a Mac g4 dual 867. It handles my other Maya projects fine but I do not smooth until I am finished animating for the sake of speed. Are you two animating ok?

Perhaps the rigger of George B. Shaw can tell me something I am missing.

Also when I open GBS2ndRigFix.ma - my GeorgeB.Shaw does not have hair. I have used fur before in Maya but not on many characters. Is there something I am missing? When I set the view to show all I am not seeing anything to represent the hair and it is not rendering. Probably just a button I have to push somewhere. I am using Maya 7.0 and can also take it into 6.0 (which I have not tried yet).

Also we should all be using the same cigar in the scens. I do not have one yet. (As far as I know) Not that is will take long to make one but someone should so it is consistent.

Thanks for any info. Hope everyone is doing good.
Chris


#570

Wilson 3d: I see a GBS.obj file in an archive on the FTP site. Can that model be used as a stand in for the character so you can animate quicker? I’ll see what I can find out about the hair.


#571

i also had a problem with viewing the hair. not sure how to get it visible. it could possibly be just a matter of switching some of the layers on or off. as for the mesh, that was another issue that hindered the work process, the extremely hi-res mesh. it ran deathly slow on my computer. what i used to remedy it, since the rigger and modeller were not here, was to turn off the mesh layer, pose the skeleton, then turn the layer back on to check for mesh for odd deformations. it’s much slower, but possibly the only way around the speed.


#572

For the people who were having trouble with the hi res mesh of GBS…I was wondering if there might be a construction history on the head that still has the polysmooth history on it. If so you could go into the input of the head under polySmoothFace and bring down the divisions level so you could lighten the mesh. Just a thought.


#573

Hyphen
Thanks for the info. There is a layer for hair but I did not see anything when I turned it on.

I would hate to have to animate with the skeleton and turn the geometry on and off but may have to. It may be faster for me to make cylinders sized to the geometry and parent them to the bones for reference-wont help with deformations though. May take a few hours but might save time in the long run of spending 30 hours on a scene or something. Thanks for the info.

MJO120881
Thanks for the suggestion. That is the first thing I checked on. That is my usually my workflow. Go in and turn the divisions down to zero to animate and go in and give a division of One to render. It does not have the smooth history in there. But the head does have like 400 things in its history (perhaps it was converted from NURBS - I can’t remember what it said) I figure if I deleted the history it would speed things up because it has so much history-yet no smooth. But I think then I would lose the blend shapes.
If you think of anything else let me know.
Thanks a lot.


#574

Thanks Mike, I always do what I can to make the world a better place.

Here’s a wire shot of Henry’s face for the critique of the animators.


#575

It seems like we could use a model doctor if GBS is causing so many problems. I’m glad to see creative work arounds. I’ll keep trying to straighten things out. Meanwhile here is an exchange from the thread back on September 23rd talking about GBS’s hair. Mosquito718 is the modeler for GBS.

Tughan: I heard from Andy, our video person.


#576

Henry Higgins, now with Hair™! The problem with the hair is that I have no idea how well Blender’s particle system exports, so if there are any problems on the rigging / animating side I might just have to come up with something else.


#577

A slight update with a better hair texture.

Providing there are no qualms with the model I can upload it tonight, though I’ll need login info for the FTP.


#578

Hey Alistair. He is really looking good. Nice hair.


#579

Hey all. I just joined the project. Apparently I’m working on the rig for the Covent Garden Liza.

So yeah… just wanted to introduce myself.

Hit me up on aim or msn. Chat, talk shop, yada, yada, yada. kemersabe or kemer@iamkemer.com

Later on.


#580

Hi kemer2. Welcome to the project.

Some info on George B. Shaw.
Well this is where I am. The file gsRigged has hair. But it is before the rig was finished so the arms are IK only. Which can be hard to get control of and most people just do not use unless it is for something specific.

Are you out there mosquito718?
I guess I should find one of your posts and see what we can do about getting the hair on the newest model. Also I can not find anythig that opens the jaw. The phenoms are working fine but it wont look like he is talking if his teeth are shut the entire time.

I need to start animating.
Thanks a lot.
Chris