Wednesday, February 9, 2011

Maya 2011 controller orientation workaround

I've created a simple tutorial which shows the workaround for the problem Maya 2011 has with orienting a controller to its children while remaining neutral in world-space. This is an adaptation of  Carlo Sansonetti's technique for controller orientation. In this example, I'm setting up a controller for a foot with the rotation axis at the heel for an advanced foot setup.

Unfortunately there is no voiceover for the video at this moment since I do not own a microphone, so hopefully the text will guide you through what you see in the video.

Here is the tutorial:





1.) Basically, I add in the controller, in this case a nurbs circle, then scale it up a bit.
2.) Then I name it and group it twice, one layer is SDK for whatever sdk controls for later, the top group is the offset group (l_foot_IK_ctrl_O).
3.) I Point Constrain the offset group node (be sure the group is selected, not the shape node) to the ball_jnt.
4.) I then Aim Constrain the offset group node to the toe_jnt.
5.) Next, I delete both constraints, as they are no longer needed, then I shape my controller the way I want it with the shape node CVs.
6.) Next I create a locater node, and parent it to the ball_jnt. I then zero out all the transform attributes for the locater, moving it to and orienting it with the ball_jnt.
7.) Then I go Edit>Unparent the locater, and move it into the place where I want the heel rotation to be.
8.) I select the controller (the shape), hit Insert to move its transform center and hold down V to snap it to the locater, and hit Insert again.
9.) Then I delete the locater node as it is no longer needed at this point. ( you may want to keep it for further snaps and constraints later on down the road though)

Saturday, January 29, 2011

A girl can change her mind can't she?

After consideration I decided to rig the pyro instead of the scout. See here the skeleton I've set up for him prior to any IK, SDK, or controller added. I don't know why I added joints for the gas tank, I want it to stay rigid when the character bends... we'll see if they're necessary...

Sunday, January 23, 2011

Rig Sheet : Team Fortress 2 Scout

This quarter I am taking a class called Advanced Animation for Gaming. This weeks project is to plan the layout of a skeletal rig for an existing character mesh. The mesh I've chosen is the Scout from Team Fortress 2.

Here is the general plan. I may decide to revise later with some bone extensions for secondary movement of the necklace and backpack, but right now. I want to keep things simple.

Wednesday, November 3, 2010

A quick sketch


A quick sketch of Nynaeve. I was bored and tired of messing with Zbrush. I was having this thought today: I wonder how many students use the default meshes the Pixologic provides and then builds their "character" from that mesh. I also wonder: Is that cheating? Personally, I believe it is. However, I wonder how often such a thing is overlooked in the academic world, since such variation can come from them. I mean. you could morph the dog mesh into a human if you so desired. Just something I was wondering... my meshes are mine from beginning to end. They might spend a long time being ugly or broken, but damnit they're mine. I was thinking to turn my female mesh into the sketch you see here. That is... once I fix the mesh and learn how to sculpt.

I've been away from 3D CG for a few years with work so I'm new to the whole Zbrush phenomenon; I've always modeled in Maya. The workflow in ZBrush is almost backwards compared to Maya. Or from the middle outwards... or whatever.

I'll get it though. I will. I am.

The Towers of Midnight

Book 13 of the Wheel of Time Saga released yesterday. This series is one of the greatest creative influences in my life. If you are unfamiliar, but interested in an epic fantasy series that will influence your life, pick up The Eye of the World by Robert Jordan from your local bookstore.


Monday, September 13, 2010

Learning ZBrush

     So I've had to basically learn ZBrush entirely within this quarter, meanwhile pumping out some worthwhile models. While I can't say anything I've done within the tool is a masterpiece so far ;), they've served to help me learn ZBrush. My learning method here is to jump in and mess around a bit, then study the basics, mess around some more, study further, building on what I've already learned, mess around some more, and so on and so forth until I feel comfortable working with the program. I immediately recognized that ZBrush is quite more organic than Maya or 3DS Max, so I began utilizing a tablet fairly early.




Basic mesh within Maya.
Sculpted female WIP.
Female WIP with some texturing.
     
     This model started as a basic basic base mesh in Maya, which I used to create both a male and female mesh which would be ready to subdivide and sculpt in ZBrush. Knowing that a female, with more subtle curves and muscle definition would really push me to pick up some finesse within the program, so I'm starting with her first. Check out the images below of the base meshes as well as the progression of the female model up to present. Click each thumbnail to zoom in.

Redux of the Rage

     Many of you who know my work are familiar with the look of my character "the Rage". Well, I've decided to remodel and re-texture him to make him (eventually) easier to animate. Prior to this redux, his mouth and teeth were just too huge and would not allow any sort of facial expression beyond his standard snarl. Check out this image of what I call "the Rage Redux".




     Here his iris and pupil area are not visible because as far as I can tell so far, ZBrush seems to have issues with transparency. However, they are there. The pupils are similar to cat's eyes and they are capable of dilating and contracting the way a cat's or snake's eyes do. Hopefully the redux is favorable. Comments welcome, and as usual, he is a work in progress.