Short Scenes: Pygmalion Computer Graphics Project


#961

:banghead: :banghead: :banghead: Now I’m becoming really impatient w/ this itty bitty problem…so guess what: I’ve re-scaled Taxi Cab.

The new scale for only the Z is: 10.5

The wheels are the only ones that look “different”…but it’s not so obvious…I’d rather that than what I’m experiencing right now…

Forgive me.:argh: :cry:


#962

Cloth simulation would definately add more work to the production. Especially when next week is the deadline. My suggestion would be to create clusters yourself and make it work specifically for your scene.

Just highlight the vertices and deform>create cluster. You can go to the component editor and adjust the weights of the cluster too.


#963

Hi all… hows the animating going?? fun huh!

good news… I’ve corrected the twisting of Eliza’s waist… so she dosent deform like the little girl from the exorcist anymore :wink:

As for cloth… this is a possibility… however every one has to be running Maya Unlimited… ( I’m pretty sure this is right? ) If so I don’t mind having a shot at it… It might not work out… as I have not played with cloth in Maya extensively…

Anyhow… I’m going to fix up the shoulder weights ( thx SirRon ) and silence that fingernail for good! I’m also placing a simple rig into the shawl… so there will limited control there now…

I’ll upload a new version shortly…Thx for your patience!

Jamie


#964

Latest version up on the FTP

[b]Eliza_with_Shawl_04-03-06.zip

[/b]With the above mentioned problems fixed… and some additional control added to the Shawl.
And weight in progress on the High poly…

Mike… I’ve begun my search for the Eliza textures and havent turned up anything…

http://forums.cgsociety.org/showthread.php?t=278629&page=2&pp=15

this is the only thing I have found… Does anyone know where I can download the original textures?

Thanks guys…

Jamie


#965

Eliza’s textures are in an early archive of her facial rig dated November 13, 2005.
Pygmalion/2_CoventGarden/Characters/CoventGardenLiza/Covent_Garden_Liza_FacialRigOnly.rar


#966

I changed the z scale of the back chair…for more space. Under TaxiCab the chair is called: polyToSubd1. Or just simple select the back chair.

It’s new z scales is: 0.918.

I hope this change isn’t a hassle for everybody. Now I hope Freddy doesn’t have anymore spacial problems.

Me109: W/ the newest CGL…character setting is a pain in the neck. She’s not responding to the imported clips. I know you said you don’t know why but…my guess is because I really have to create character clips for each control. Eg: Left hand has its own character clip…or should it only be just the hands that translate. It was giving me an error message saying rotate x is not connected. I’m going to have to separate the finger/hands from the wrist/hands…

What do you think?:shrug:


#967

We have a PC in the Orchestra pit under the stage. Two serial ports are connected to the inputs of two HP6325 Projectors. Batch files on the computer issue commands to turn on the projector, and go into or come out of hide mode. The firmware in the projectors has been modified so that hide mode does not display its message in the lower corner of the screen. There is no batch file to turn off the projector to avoid a serious mistake. You have to do that manually after the show is over.
Below the stage

The dvd player is operated with a remote control in the orchestra pit below the stage. It feeds an s video spliter which gives its signal to three projectors. One projector displays its signal on the wall of the orchestra pit so that the operator can see what the audience will see on the screens above. The other two signals feed the two projectors that displays the images for the audience.

The operator never sets the pit projector into hide mode. He uses that to cue up the dvd. He is wearing a headset and receives his cue from the stage manager to unhide the projectors. The audience sees identical images on two screens on either side of the stage. The projectors are set below the level of the stage and can not be seen by the audience.
Above the stage

All we need now is something to put on the DVD!


#968

Loulu Can you zip and upload the file to the FTP please? just to avoid any confusion…

Also would help that I create a step by step tutorial on how to import and export clips for you?? I think that this would be the quickest way of making this all work for you…

the other option is that you export the file as a FBX… and then import this file into the newest Eliza rig… and in the options… choose ‘animation’ only…

okies… let me know when you have it uploaded…

Thanks
Jamie


#969

Me109: It is now on the FTP site as:

2_CoventGarden/Characters/CoventGardenLiza/13CGL_Taxi_Animation.zip

Question: Should I continue w/ the animation as I wait for you…or wait right now and leave it alone?

I want to continue…I don’t want to waste any more precious time. Time is ticking…:argh:

Edit: Just in case you don’t reach your e-mail first, of course I want a tutorial.:arteest: I’ll be less clueless w/ CGL and her character issues anyway.


#970

I was just teasing you XDXDXDXD


#971

I don’t know if this means I can’t transfer my current animation to the new rig? (the shot 16, the one I am working on). If I can’t transfer the animation, maybe I could just get rid of the cloth thing controls just for that shot… it will be easier than redo the animation :eek:


#972

Another test :stuck_out_tongue: I modified the “get-out” a little. http://www.digital-opaque.net/works/shot14_divx3.avi


#973

Im Limiter,

Just joined in.

Im currently working on shot 35, assignment 13. Right now. I just finished animating lip sync for Jeeves, although, Im not sure if its good enough for it.

/3_AmbassadorsBall/Animation/1_Arrival/Tests/shot_35x1x3.avi


#974

Loulu: I’ve had no problems at all exporting Eliza’s animation and then re-importing it to the newest version… Your using maya 7 right?? make sure you keep using it… as because of this you cannot take this clip animation back to 6.0
Also watch it when you import into your scenes… unless its really required… turn of the namespaces functionality… Preferably you should be referencing objects into your final scene instead of importing…

Ok this is a quick example of how to export import out of the Trax

Ok… you have a scene with some Keys on the timeline… as above… if you selected the character as shown (bottom RHS with the red Arrow thingy )

it will show allllll keys on the timeline related to that Character currently selected…

Now open up the Trax editor
and open up the ‘create clip’ dialogue from under the ‘create’ menu

Just use the standard settings as shown…

next highlight the newly create track that now appears in the trax editor

Choose the ‘Export Clip’ Dialogue from under the ‘file’ menu

And you should get this…

Now this can get interesting… some of you will be working from a maya ASCII file while others from maya Binary… with this dialogue… give your clip a meaningful name and export it using the format that corresponds with your original file.

Ok… now you have just exported the clip!! yay

open up the new version of Eliza

Select the Character ( Eliza_body)

Open up the Trax Editor and select the ‘import clip to characters’ from the ‘edit’ menu

With the open dialogue… browse to and select your newly exported clip… and click ok!

Automatically the clip will appear in the trax editor!

If not insure that you have the ‘Auto Load Selected Characters’ checked

now that you have the clip in the Trax editor you can right click the clip itself… and choose the ‘Activate’ functionality

The clip will go Purple… and the keys will appear on the timeline unaffected for editing

Note: when the clip is light blue it is unselected, yellow is selected, purple is activated, and dark blue is disabled

Known issues are that you can’t take a clip from a later version of maya and load it into an earlier version… make sure you remain consistant with your versions…

Nemirc You should have no problems mate… give it ago

Loulu You should be able to export your animations correctly using the above example… with the newest version… load it up in the same Maya version (7.0) that you are using… and then you can just import as the above example…

Hope that helps guys! best of luck!

Jamie


#975

HAHA, I just got mad at myself… I animated two versions of the same dialogue. lol. That stinks. Anyway, I uploaded 2 more tests… They are semi-finished… I am just missing one thing… The english man. :slight_smile: I have some of the rig done, slowly doing it little by litte. but it is getting there. If someone decides to rig the rest of him, then please let me know so I can give you an updated version. Anyway. Here are the vids:

http://pinnacle3d.com/wip/ScottishMan/1.avi
http://pinnacle3d.com/wip/ScottishMan/2.avi

** These require DivX

(I will remove them in a couple of days)

Jon


#976

Limiter: Welcome to the Project! Glad to see your post here. Your camera angle is good. We can not see the passengers, that’s good. I’ll let the animators comment on the lip synch.

nemirc: Since this is the first time the audience sees the taxi cab, can we lower the hat down to the roof? I think we might tweek a long time on the walk and wind up without rendered frames. Let’s call this our first shot and try one of the other shots now. We can always make corrections to the second week performance DVD.


#977

Wow, lots of activity today…

Welcome to the team Limiter :slight_smile:

Here’s what I’ve got so far on shot 17. Quicktime

I know she’s walking fast, but I’ve been concentrating more on her surprise that the door closed. Obviously I’ll add more frames to the walk.

I’d comment on the other WIPs, but I have to get to bed lol :slight_smile:


#978

I do not know how much would the fancy couple to be shown at shot 35. backshot, I suppose?

In anycase, heres a walkcycle for FancyLady

/3_AmbassadorsBall/Animation/1_Arrival/Tests/fancyLadyWalk.avi

…dead tired…


#979

Limiter: Nice Walk Cycle. I like the hip motion. I wonder how the Fancy Man will keep up with her? You have a good question. Since we are in a hurry to finish, there isn’t time to develop the shot. These are people going to the same party as the characters inside of the Limousine. The sound track music will tell the audience about the party inside the building.

Maybe we should divide the walk into two shots. We see the couple approach as in your walk cycle and put the building across the street into the background. Do a cut to a point of view from the street looking at the Ambassador’s Residence and seeing the back of the couple as they walk up the sidewalk to the door. Pull back the camera as they walk to allow us to see the limousine pull up on the street in front of the Ambassador’s residence from the left. Maybe the Limousine would block the couple when it pulls up and stops.

When you get to it, we need to see the wheels rotating as the Limousine moves forward.

SirRon: I think we all should start with the taxicab’s hat on the roof at least until we see the face of the cab. In the play I would have Liza run up to catch the cab so her approach is not that bad. You could add frames to her walk to the front of the cab.

omega3d: Floyd1510 has not gotten back to me about the Englishman’s rig.


#980

Another one I am working on.

http://www.digital-opaque.net/works/shot22_divx.avi

Freddy’s face is not the most versatile face I’ve used but it’s doing the work, I think.

Maronson: Shall I put the hat right on top of the car’s roof?

Me: I am using Maya 6 :wink: