Monday, October 4, 2010
Thursday, September 9, 2010
Saturday, September 4, 2010
Wednesday, September 1, 2010
revision
This walk cycle looks much smoother. There is less pop in the body and the knees. I think it is pretty close to done.
Friday, August 27, 2010
Thursday, August 26, 2010
Tuesday, August 24, 2010
Walk Cycle Blocking
Blocking out a walk cycle for two full steps. Next phase is to do some in-between frames.
Thursday, August 5, 2010
Pendulum test
Testing a pendulum to show overlapping and follow-through action. I think that I can lose the last settling action at the end. It seems to go on for too long.
Wednesday, August 4, 2010
Animation Mentor- Class 1 - Obstacle Course
There are a couple timing issues from frames 45-49, and again at around 55- 60 I think it hangs too long in those spots. Thing is, I kind of like the cartoon-y hangtime.
The purpose of this exercise is to show weight, timing, and anticipation through the squash and stretch technique by making a ball go through an obstical course. The ball is is to use its own inertia to begin the proces
The purpose of this exercise is to show weight, timing, and anticipation through the squash and stretch technique by making a ball go through an obstical course. The ball is is to use its own inertia to begin the proces
Friday, July 23, 2010
Monday, July 19, 2010
Animation Mentor - Pose 1 Revision
Altered the escalator pose a bit. Made the character look over the rail as if he/she is looking at something down there rather than looking at the camera.
Animation Mentor - Class 1 - Basic Foundations - Simple Bounce Revision
Bouncing Ball Revision.
Edited the amount of bounces and the rotation. It seems more realistic now.
Edited the amount of bounces and the rotation. It seems more realistic now.
Sunday, July 18, 2010
Saturday, July 10, 2010
Wednesday, July 7, 2010
Assignment 2 Part 2 ... Posing
I am supposed to pick one of the gestures from below and pose the figure in maya. so here is what I have so far.
Tuesday, July 6, 2010
Oldie but Goodie
Really bad timing and animation principles... I think we spent more time devloping characters, learning Soft Toons. Larz and I had only a couple weeks to throw this together. It is still remotely funny.
Some sketches for my first assignment at AM
Assignment: Using a physical sketchbook, go to a public place and do some quick sketches of what you see in your surroundings. Be rough – even simple stick figures work well to communicate ideas of posture, attitude, weight, balance, etc.
I have not drawn gesture in forever...
I have not drawn gesture in forever...
Thursday, July 1, 2010
Friday, June 25, 2010
Frog Warrior gets some more details
I added a lot more detail to the frog warrior today. The mouth and eyes are starting to show some progress. It is slow-going, but I have not made any major mistakes. This effort is going pretty smoothly compared to the last model. I am taking much more care in where and when I add more geometry. It looks like this character will work out. My goal is to complete this model before my class starts Monday.
Thursday, June 24, 2010
Ok ... I am back
I start my animationmentor.com class next Monday. I have not touched Maya in like 8 weeks. So, I have been brushing up a bit this week. I scratched the "fish dude" for now and started workign on a new model off a tutorial website.
I will be posting a link to my animationmentor.com blog as soon as it is live.
Here is the little warrior project so far...
Mitch
Wednesday, April 21, 2010
Project 1- Update
Got into some trouble with my model, got frustrated and walked away from it for a while.. I ended up adding too much geometry too soon. Anyways, spent like 8 hours yesterday and today fixing it up so I can begin modeling again. The entire mesh is all 4-sided polygons. Now, I will be able to actually work with the geoometry and the modeling should go more quickly.
Sunday, April 11, 2010
Project 1- Added a little more details
I have converted the head, body, legs, and arms, converted to polygon mesh, spent some time cleaning up the geometry and started building a hand. Still looks like probably 20+ hours or so clean it up so I can begin the rigging process.
Thursday, April 8, 2010
Project 1 - Rough Model Progress
I have made some progress on a rough nurbs model of the character. The point of roughing it out, is to slowly build make the character take form before delving into any serious details. Basically, try to find some good contour lines before I make the geometry more complex and converting this sucker to a polygon model. Tomorrow, I will start roughing out some hands. My goal is to make this character seamless.
Project 1- Fish Dude Ready for Modeling
Well, I am ready to begin some modeling in Maya. Hopefully, I can have it done by Monday. I decided to go ahead and wrap-up my character drawings for now. I could get a lot more detailed, but I figured I would try to ease off on that for a bit. I want to ornate the character with a tail, some fins, and whatnot, but I feel that would be too agressive out of the gate. I also decided against the fat belly for now, I will save a fatso for later.
Anyways, here is the character design and the image plane setup for reference in Maya 3d:
Anyways, here is the character design and the image plane setup for reference in Maya 3d:
Wednesday, April 7, 2010
Project 1 - Fishman Bully/Brute
I have started a project for my first creature model and animation rig sincein 12 years. I decided to quickly decide on a motif so that I can begin character design so that I can get to modeling and rigging by the weekend.
I decided to work on a Brute/Bully character first. I thought that would be fun to work with a heavy character. Another issue I am dealing with is that I am much better at superhero comic style drawing than cartoons. I would prefer to do a more simplified model since that will make the modeling portion go more quickly. My goal is to get a decent model done and build a good rig.
Some characteristics of brutes and bullies are:
High shoulders, no neck, big arms, little legs (cartoony), tiny feet (cartoony), a small muzzle, and a large head
Some of my inspiration for the character will come from sea creatures since I am a salt water hobbyist. I chose to take some characteristics from these fish : http://listdom.wordpress.com/category/top-10-ugliest-critters-ever/. Also from some comic-book characters like : Merman (he-man), Kingpin, Hulk, and the Blob. I am still struggling with whether or not to make the character fat or ripped.
Here are some initial sketches: (Keep in mind I have not drawn in years either. I am sure the skills will come back after a month or so. Hands and feet ... ugh. These were taken with a webcam. I was kinda lazy on getting the lighting right.
I decided to work on a Brute/Bully character first. I thought that would be fun to work with a heavy character. Another issue I am dealing with is that I am much better at superhero comic style drawing than cartoons. I would prefer to do a more simplified model since that will make the modeling portion go more quickly. My goal is to get a decent model done and build a good rig.
Some characteristics of brutes and bullies are:
High shoulders, no neck, big arms, little legs (cartoony), tiny feet (cartoony), a small muzzle, and a large head
Some of my inspiration for the character will come from sea creatures since I am a salt water hobbyist. I chose to take some characteristics from these fish : http://listdom.wordpress.com/category/top-10-ugliest-critters-ever/. Also from some comic-book characters like : Merman (he-man), Kingpin, Hulk, and the Blob. I am still struggling with whether or not to make the character fat or ripped.
Here are some initial sketches: (Keep in mind I have not drawn in years either. I am sure the skills will come back after a month or so. Hands and feet ... ugh. These were taken with a webcam. I was kinda lazy on getting the lighting right.
Creature creation
I just started designing a creature today for modeling and rigging. I will post pics when they are ready.
Monday, March 22, 2010
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