Pidgy is a rig I built for the short film 'The Alcoholemist'. The rig at this point is animation ready, but I still need to skin the final mesh and add in blendshapes (for the neck puff etc) and fix up the weighting on the wings. Also going to add in a few custom controls for specific shots in the film, such as a complete squash feature, and a couple of soft modification controls. I also need to add a bend, twist and lean control for the non-finger feathers. But until we're up to finalling animation in shots, this will be enough.
Showing posts with label rigging. Show all posts
Showing posts with label rigging. Show all posts
Wednesday, November 28, 2012
Pidgy Rigging Video
It's been a long time between posts due to things not being quite mature enough to show, but we will have a couple of posts over the next couple of days. To start off with, here is a video showing the progress on the rig for Pidgy.
Wednesday, October 24, 2012
Alchemist Textures and Gruffs Grinder
So it's been a couple of weeks since the last post but we now have a pretty well completely textured Alchemist. The reason he is both clothed and unclothed is that he spends a bit of time prancing about in his underwear. Unfortunately there were a few issues that escaped my attention, the eyes on the unclothed Al aren't blue, and there is a few instances of the body poking through the clothing.
Alchemist Textures v2 from Matthew Scott Graham on Vimeo.
So that makes now two characters textured (Al and Squidly) once character mostly textured (Gruff) and 5 characters to go (Meat, Spud, Pidgy, Laurence and Grimm). Though at least three of them are yet to be modelled. Also here is a prop that will be used by Gruff for sharpening an axe. The bottom of it will be off screen, so there's no pedals or anything.
grinderAnim from Matthew Scott Graham on Vimeo.
There will be more props to come over the coming days.
So that makes now two characters textured (Al and Squidly) once character mostly textured (Gruff) and 5 characters to go (Meat, Spud, Pidgy, Laurence and Grimm). Though at least three of them are yet to be modelled. Also here is a prop that will be used by Gruff for sharpening an axe. The bottom of it will be off screen, so there's no pedals or anything.
There will be more props to come over the coming days.
Tuesday, October 9, 2012
Two new Vids
Have been a little bit lax updating the blog recently, as I've decided that the facebook page will get the short and sweet 'pretty pictures' type posts and the blog will get more in depth ones. Anyhow, two new vids which I'll explain below.
This is a demo of how the Lutebox works. The Lutebox (a sort of medieval jukebox) is a somewhat magical invention that is a little anachronistic. That's OK though, as it's not a terribly serious film.
It was invented by Al one night in a drunken frenzy using techniques that he had learned from beyond the mists of time. Basically cobbled together out of some junk he had on hand, it is powered by steam or smoke turning the turbine which through a series of belts, gears and pistons enter a black box which animate a trio of armoured hands which in turn play a lute. (On a side note, I believe that lutes actually have 8 strings. I presume that four of them broke and Al never bothered replacing them.)
This is a WIP of our title sequence. The background is only a temporary stand-in. So basically what is happening is the title will fade up on the soon to be revealed background, stay for a bit then there will be a bit of a gold flash as the title melts away in dust and sparks and fade off screen.
This is acheived by using particles in Maya which hold the shape of the text and are then affected by various fields, including gravity, turbulence and a vortex. I will expand on this later when I get one that is close to final.
It was invented by Al one night in a drunken frenzy using techniques that he had learned from beyond the mists of time. Basically cobbled together out of some junk he had on hand, it is powered by steam or smoke turning the turbine which through a series of belts, gears and pistons enter a black box which animate a trio of armoured hands which in turn play a lute. (On a side note, I believe that lutes actually have 8 strings. I presume that four of them broke and Al never bothered replacing them.)
This is a WIP of our title sequence. The background is only a temporary stand-in. So basically what is happening is the title will fade up on the soon to be revealed background, stay for a bit then there will be a bit of a gold flash as the title melts away in dust and sparks and fade off screen.
This is acheived by using particles in Maya which hold the shape of the text and are then affected by various fields, including gravity, turbulence and a vortex. I will expand on this later when I get one that is close to final.
Labels:
2012,
3D,
alchemist,
Animation,
Cartoon,
compositing,
facebook,
FX,
particles,
rigging,
the alcoholemist,
WIP
Tuesday, April 3, 2012
Alcoholemist Squidly Animation Test 4: swimming in a bottle
An animation test featuring squidly swimming around in a bottle, before being scared by the hand of the alchemist.
all the animation was done using early calimari rigs
time taken to animate: aprox 1.5 days
we also used this test to help understand how we are to deal with the refraction of the glass, to look realistic, yet still be able to clearly make out squidly within the liquid.
As well as how we are to impliment the candle flames in a scene. we attempted to film a real candle flame, but this did not give a very clear and usable result, so instead we rendered out a single candle flame as a fluid effect in maya, put it on a card and placed it within the 3d space in nuke.
Wednesday, March 21, 2012
Alcoholemist Animation Test 4: WalkCycle
An animation test, featuring the alchemist walking with a jar of fireflies at dusk.
Labels:
2012,
3D,
alchemist,
Alchemists Room,
Animation,
Cartoon,
compositing,
concept art,
lighting,
modelling,
pub,
rigging,
Squidly,
Tests,
texturing,
the alcoholemist,
WIP
Friday, March 16, 2012
Animation/Render test 3
the latest animation test, in the same room turn arund as before. this should give a good sense of his scale in the world, and and how he and his room tie together.
Labels:
2012,
3D,
alchemist,
Alchemists Room,
Animation,
Cartoon,
compositing,
concept art,
lighting,
modelling,
pub,
rigging,
Tests,
texturing,
the alcoholemist,
WIP
Monday, March 12, 2012
Some Rigging and Animating Goodies
Some new videos up, the first is the hustle as performed by the Alchemist. The second two demonstrate the character rigs and what they are capable of. We will be using a system like qualoth or ncloth in order to simulate the clothing.
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