Thursday, October 28, 2010

Day 16 : Hw [A]

850 - 930 PM


  • Worked on painting the body of them mesh
930 - 1000 PM : BREAK

1000 - 1025 PM

  • Finished painting the mesh
  • Created a new file called kit_rig.c4d

1041 - 1141

  • This is really getting to be a real pain in the butt, I've set up one side but I can't seem to get the other side to mirror out right
  • shoot me.
1141 - 1150 PM

  • Okay, I've gotten the rigging down (I think)
  • I've tried zeroing out the joints but it's completely distorting the joints so I reversed it and saved and then I'll create a new file called kit_rig1.c4d
1153 PM - 1230 AM

  • I zeroed out all the points in kit_rig1.c4d and it came out distorted like it appeared that it would so I went back and am completely re-rigging this thing
  • Having the same problem, if I zero out the joints then I'm going to screw up the structure so I'm just going to have to deal with the consequences later on down the road

Day 16 : Class

1250 - 103 PM


  • I've found that I'm highly opposed the whole "waiting game" I've now moved the file onto the Working Volume and am working off that and I'm still getting the color wheel of death
  • I'll wait a bit more but I think I'm just going to have to get to the rigging
(While I'm waiting I'm researching super heroes for my humanities paper revision)

109 - 150 PM

  • Finally the damn program is letting me use the paint brush
  • Okay never mind that I said, it IS NOT WORKING!!!!!!!!!!!!!!
  • Went to an earlier project and somehow it worked on that one so I tried selecting the mesh for the kit_bodypaint.c4d and waited again until 141 and it still doesn't work.
  • I HAVE NO IDEA WHAT TO DO ANYMORE, NONE, ZERO, ZIPPO, ZILCH!
  • I'll try again but I can't think of what it is that is wrong with this file
230 - 300 PM

  • Found a problem with the mesh which was a large hole in the polygons which I closed
  • Following that I set up another body paint and it worked
  • I saved it then saved a new file kit_bodypaint2.c4d where I did the painting

Day 15 : Hw

1150 AM - 1205 PM


  • Opened The kit_nose.c4d file and tried to start doing body paint really quick but it isn't cooperating with me
  • I did precisely what I'm suppose to do in order to be able to paint on the mesh but it takes forever to load and won't set up so that I can paint
  • I'm going to go pick up my headphones so that I can do the tutorial without bothering anyone one class

Tuesday, October 26, 2010

Day 15 : Class

1230 - 120 PM


  • Demonstration of UV mapping
  • Demonstration of Body Paint w/ UV Mapping
  • Body Paint to Photoshop
  • Body Paint (3D Release 3.5) Tutorial (link is in moodle)
  • Watched the first tutorial for Body Paint
127 - 215 PM

  • Copying and placing the stitches for the arms and legs
  • Attaching the stitches to body through the menu > object > connect + delete 
  • Attaching stitches to button menu > object > connect + delete
  • Attaching stitches to body menu > object > connect + delete
  • Applied HyperNurbs
  • Menu > Object > State to Object
215 - 235 PM

  • Created a spiral with a single spline and Loft Nurbs, it came out in the shape that wanted but a little too flat to be stitched on fabric
  • Blyth had another way to do what I wanted that goes as follows:
  1. Draw out the spiral in the desired shape (A SINGLE LINE ONLY)
  2. Take out (in this case) a 4-sided shape then drag the drawn spline into the Nurbs followed by the 4-sided spline
  3. Result is that it is no longer flat and can be made thicker and bent like any other object

247 - 310 PM

  • Merged the spiraleye.c4d file that was created with Blyth
  • While placing it it was then suggested that I extrude the spiral that I already had
  • So after a few mess ups (me trying to select and manipulate the right parts) the original spiral was extruded I just need to close a polygon and attach to the mesh
  • Extended the extrude on the eye
  • Drew out a triangle nose
  • Extruded it
  • Placed it on the Mesh
  • Connected everything to the mesh

Friday, October 22, 2010

Day 14 : [A]

150 - 300 PM


  • Moved the button I made during my last session, I'm going to start making the stitches

Thursday, October 21, 2010

Day 14 : Class

1230 - 200 PM


  • Retrieving files from my home computer
  • Class Critique on Yokai walk cycle, and current retro future project
200 - 305 PM

  • Tweaking the mesh so that it looks right in hypernurbs
  • Played around with the ears with hypernurbs on and off
  • Saved file as kit_tail.c4d
  • Deleted the polygons around the tail (detaching it from the body)
  • Removed polygons from the body leaving 12 exposed segments
  • Shifted the segments into an ovular shape
  • Selected all the polygons on the tail and moved it over so that it was in line with the opening I had formed in the mesh of the body
  • Bridged the segments and adjusted the loops
  • Saved new file kit_button.c4d
  • When first attempting top create the button eye I tried using a disk object (needless to say, it didn't work it was completely flat)
  • Brought in a cylinder with 4x12 segments, made it vertically challenged, deleted the end caps and used the close polygon tool
  • selected the loop and shrank it down into something that resembled a button minus the four holes for the thread
  • Deleted the untouched half and rotated until in the right position to use the symmetry tool, made it into one connected object then bridged

Goals (By Tuesday)
  • Complete button + attach to head
  • Create spiral + attach to head
  • Create stitching + copy + attach where needed
  • (Lastly) Rig

Wednesday, October 20, 2010

Day 12 : Hw [B]

500 - 530 PM


  • Created ear from the head mesh
  • Connected the body to the head
530 - 630 PM

  • Bridged body to head
  • Connected and bridged body and arm
  • Connected and bridged leg and body
  • Deleted half of the mesh
  • Used the symmetry tool and turned it into a null object
  • Connected bridged
  • Then finally bridged the tail to the body

Tuesday, October 19, 2010

Day 12 : Hw [A]

500 - 530 PM


  • Created the tail with an upright cylinder (which turned out to be interesting)
  • Moving onto the leg
  • Finished the leg
  • Starting on the ear

Day 13 : Class

1225 - 130 PM


  • I went through and checked to make sure that I have everything with me for class: character sketches, the file of character sketches, the ogre files (recently updated), and trait packet filled out to the best of my ability.
  • I'm going to open up the jpeg file and separate them into 3 files for the front back and side
  • Went over the traits with Blyth, it was suggested that I work out further details after I model the image
  • Started modeling
  • It was pointed out that I didn't have any idea for a connection to the theme of the project so I looked up retro-future and then I realize that I did have a connection and wrote it out in a blunt paragraph for myself
  • I had the makings of a head but when I moved onto the the side view I realized that I should leave the cylinder up-right rather than on its side as a means of making my life easier
  • Set aside head1 and started on head2

130 - 225 PM

  • Checked back in on yokai walk cycle, there was still a quirk in the leg and after Blyth tried fixing it it was eventually decided that it would be best to just pick an angle for the walk cycle and render it which I did immediately after
  • Completed head2 and deleted head1
  • Working on body
225 - 245 PM : BREAK

245 - 306 PM 

  • Completed body
  • Working on the arm
  • Completed arm
  • Uploaded render for walk cycle of yokai project

Hw:

  • Complete character modeling
  • Rig character
  • Plot out ideas for movement/gestures when animated
  • Further research for presentation

Saturday, October 16, 2010

Day 11 : Hw

245 - 253 AM


  • Scanned in character drawings & filled out character packet to the best of my ability seeing as the character is essentially a stuffed animal

400 -  625 PM

  • Moved ogre_symmetry2.c4d to the desktop
  • Opened up file ogre_symmetry2.c4d and added in the images that apparently didn't quite come with the file of the front, back and side
  • Saved as ogre_headaddition.c4d
  • I'm cleaning up loops in the mesh
  • Created the head and bridged it to the body
  • Saved file as ogre_headaddition1.c4d
  • I don't think I'm going to make the feet unless I have some extra time on my hands this weekend

Thursday, October 14, 2010

Day 12 : Class

1230 - 100 PM


  • Went over Quads vs Triangles
  • Demonstration on making a head
100 - 145 PM

  • Opened ogre_symmetry.c4d
  • Figured out the symmetry tool and used it
  • Connected the two halves by using a null object, but it was pointed out to me that when it is in HyperNurbs it behaves awkwardly
  • So I saved it into today's folder as ogre_connectfault.c4d closed it and reopened ogre_symmetry.c4d
  • Used the symmetry tool separated it just enough then connected the two and bridged them
  • The file is saved as ogre_symmetry2.c4d
  • Starting to create legs, then I'll move onto the head
  • Created the left leg (foot not attached)
145 - 200 PM - BREAK

200 - 302 PM

  • Used the symmetry tool and positioned the legs
  • Connected them
  • It was was tricky bridging the crotch, I had no choice but to allow triangles to be made when bridging but afterwards I went back and deleted segments. Using the close polygon tool I was able to make quads and eliminate triangles
  • I also closed any open polygons with the exception of the ankles where I plan to add feet, but at the moment I plan on doing the head first and bridging that onto the body. I'll have to do that this weekend.
Hw:
  • Render out walk cycle
  • Create edge loops on ogre
  • Make the head for the ogre
  • Go through the character design chart and flesh out character that way
  • Scan sketches in and set up character (optional)
  • Make feet for ogre (optional)

Day 11 : Hw

1150 AM - 1220 PM


  • Did the character sketches for the next project

Tuesday, October 12, 2010

Day 11 : Class

1230 - 155 PM


  • Checked up on completed Yokai file, there is a glitch with the left leg bending awkwardly
  • Set up a render anyway > in the middle of the render I realized that I didn't add any texture or colors to it
  • Added a plane, a color to yokai and to the plane as well
  • Started new assignment with a tutorial on how to take separate parts and put them together into one figure
  • The tutorial is being done with an ogre drawing from a character development book excerpt
  • Downloaded the images to downloads folder > set up the four viewing windows in c4d and imported the images to front - back - right, resized them to 1000px so that they were all the same size
  • Brought in cylinder into the perspective view and shaped it in the different views so that it fit the drawings as best as possible with a horizontal of 10 and a vertical of 10
  • (Blog)

155 - 200 Break


200 -210 PM

  • Organizing the files
  • Demonstration on bridging > Select both objects > Object > connect + delete > now they're one object > Structure > Bridge > now connect from plane to plane btw the two objects

210 - 310 PM

  • Finished setting up the arm according to the 3 drawings (front, back, side)
  • Aligned arm with the left side
  • Saved new file as ogre_bridged.c4d
  • Connected the two objects and then bridged them
  • They didn't look quite right when I did it though so I decided ti redo it
  • I saved the file and reopened the ogre.c4d file
  • Saved the file as ogre_bridged2.c4d
  • Connected the two objects and then bridged them
  • It looked much better, the only tweak that I did was the indent in the underarm cavity
  • Saved file
  • Saved new file named ogre_symmetry.c4d
  • Used the knife tool to cut down the center of the front and back (it's not an exact match on both sides but very close to the y axis line)
  • Deleted the left side
  • Saved file
  • Tried using symmetry but it seems to be a selected option, and tried mirror tool which didn't work (though I only tried it once)
Hw:

  • Drawing of new character to follow this project (due by Thursday Oct 14th)

Saturday, October 9, 2010

Day 10 : Hw [B]

426 - 526 PM


  • Saved file as Yokai_WC_3.c4d
  • Correcting weighting so that it all moves right
  • The shoulders are distorted and I'm now trying to figure out why by playing with the joints
  • Fixed the shoulders and other problem spots
530 - 635 PM

  • Added head bob and checked it with the nurbs active
  • Added 10 Cycles
  • Checking posts on presentations
  • Looking for vid clip to put in screen
  • Trying to figure out how to do the quick and easy way of copying multiple frames and pasting > FAILED (i have no fucking clue how)
650 - 700 PM

  • I'm giving up on the video clip idea 
  • I set it up so that the neck moves around some, I'm going to leave it at that

Day 10 : Hw [A]

Friday Oct 8th

1110 - 1136 AM


  • Fixed the problems with the bobbing and was working on correcting the weighting on particular joints
  • Saved file as Yokai_WC_1.c4d
1256 PM

  • Okay, now I've had some stupid problems : 1) In the middle of finishing up some weighting C4D froze and i couldn't shut down the program so I was forced to restart my computer. 2) It repeated itself almost immediately after I opened the file I was working on and again was forced to restart it as well as my blog post. The solution to the problem I believe to be that since I was saving my files directly onto my drive that it was causing a loading problem which as a result caused the program to freeze, so I now have a file on my desktop to work on. (luckily I had saved the file after I had done to major changes to the cycle.)
106 PM

  • Saved Yokai_WC_1.c4d file onto desktop
  • Was able to work on this file for about 10 - 15 minutes before it froze in the middle of me correcting weighting (This was the third time that I had to restart my computer)

Thursday, October 7, 2010

Day 10 : Class

1230 - 100 PM


  • Checking in on the Relationship animation
  • Changed the camera position
  • Made a preview = +
  • Set up and started a render
100 - 125 PM

  • Found animation tutorial
  • I've gotten as far as setting it up so that everything has a keyframe on 1. When I do that I come across a distortion problem
  • The problem only occurs when I go to set the 1st keyframe
125 - 135 PM

  • Blyth changed the I-K Chain rotations to 0 and was saved as Yokai_ani_1.c4d 
  • When setting up the 1st keyframe this time there were no distortions what so ever
137 - 200 PM

  • Saved file as Yokai_ani_2.c4d
  • Went through the Animation process with my character once using the auto-keyframe, it came out looking awkward in the loop so I went back to Yokai_ani1.c4d
  • I'm going to try it again this time without the use of auto-keyframe
200 - 212 PM

  • Completed the Walk Cycle for the character
  • Accidentally saved over Yokai_ani1.c4d I'll go back and erase changes at the end of class
214 - 235 PM

  • Adding head bob and Body bob
  • Okay, I went to go and do just that but I tried animating the Mesh (bad idea) and ended up with the same distortion as last time
  • Lesson learned : DO NOT ANIMATE THE MESH!!!!
  • Other Lesson Learned : ANIMATE THE SPINEROOT INSTEAD!!!
235 - 250 PM : BREAK

250 - 315 PM

  • I kinda stared at the screen for a little bit (not gonna lie)
  • Then tried lowering the body > 1st by selecting the controllers as well as the spine root, this seemed to work but portions of the body were not moving. It turns out that those parts are not weighted and thus do not move because of it
  • I'm going to finish correcting it at home

Wednesday, October 6, 2010

Day 9 : Hw/Fix-It-All

*NOTE*: I wanted to get work on stuff put into the show by today but there were classes immediately after Animation for the next 3 hours and then I'm in class from 630 - 910 PM in the same room and I usually just want out. (Web Authoring isn't always fun)

10-6-10

1115 PM - 1230 AM


  • I opened up the Relationship4.c4d file saved it as Relationship5.c4d > Oct > 10_6_fin
  • Changed the timing of the head turn on the Parent object
  • Edited the morphs
  • Added two more morphs called RightRear_aUP and LeftRear_aUP
  • Changed the names of the morphs so that they aren't anagrams anymore
  • Tried to see if there were any easier methods than the one I know for morphs, but it's not quite panning out
  • Changed the amount of space travelled over time in the timeline (position on the Z axis) for both Parent and Child
  • Ran a test
  • The head is now moving too slow so I'm shortening the timespan
  • The two options I'm considering to fix the sliding issue is to: 1) add the bodies going up and down, or 2) make for pauses in the timeline which I will have to time for appropriate pace

1230 - 115 AM

  • Checked out some bear motion animations on youtube
  • Decided on having the bodies going up and down was my best bet (although it would be an all-around better animation if I did both)
  • First I do the Parent's timeline positioning > found a pattern that worked for it
  • Tried implementing parent's pattern on child = bad idea
  • The child had its own pattern that I had to work out like I had to do with the parent
  • I'm testing the two now
115 - 135 AM

  • There was one fault with the child's movement > it was fixed
  • Now I'm trying out HyperNURBs on them and its adding to the list of minor problems
  • Cancelled HyperNURBs the parent and left it on the child
  • Set up a stationary camera called fixed
  • Set up a light with a color overhead (green)
  • Set up a render (there is an effect on the render)
  • Now waiting for render to finish
158 AM

  • It finished rendering
  • The parent bear kind of floats for a moment which is revealed by the lighting I need to go back and change the value of the height, but I can't do that here the school's about to close for the night and since i came here right after work I don't have my drive to store it on, I would be more than able to adjust the height at home and render it there too.

Tuesday, October 5, 2010

Day 9 : Class

1230 - 134 PM


  • Realized that I had forgotten to set up Portable Hard drive + to bring files for the Yokai project into class
  • Set up drive on netbook
  • Reset it with iMac at home (mild confusion) and dropped the files onto drive
  • Opened file Yokai_2.c4d saved new file called Yokai_weighted.c4d on drive
  • Fixed the position of the legs as well as the weighting, though there seems to be a slight problem. The legs look a little pigeon-toed but I can't quite tell at the moment
  • Organized folders on drive
  • Blogged

134 - 217 PM

  • Completed fixing the weighting in the arms, but they were still bending wrong so I...
  • Cleared the weighting
  • Went back and deleted the I-K Chains for the legs
  • Got rid of the unnecessary roots in the feet
  • Bent the knee joints in the right direction
  • I think that I'm going to delete the I-K Chains in the arms as well due to how they aren't quite bending the right way
  • Saved File as YokaiWeighted_3.c4d in drive
  • I-K Chains in arms deleted
  • Replaced the I-K Chains for both legs
  • Tested > +
  • Bent the joints in the arms
  • Replaced the I-K Chains for both arms
  • Tested > +
  • Put in a controller

220 - 312 PM

  • Saved file named Yokai_Rigged.c4d on drive
  • Started watching the (wrong) tutorial for the walk sequence > redirected to the easier walk sequence tutorial
  • Re-weighted the body, there was a twist in the left shoulder so I undid the weighting and looked at the other shoulder's rotation and repositioned it with the rotate tool
  • Put final weighting on the body
  • Saved file as Yokai_Rigged_1.c4d 
  • Watching the easier walk Sequence
  • Went back and checked the weighting, there is some fixing to do
  • The left arm's I-K Chain is bending the wrong way because somehow I managed to bend the joints the wrong way and not notice.
  • Readjusted the joint positioning
  • Replaced I-K Chain in Left Arm
  • Re-weighted mesh
  • Making corrections to weighting
  • Adding all files from Computer Hard Drive to Portable Drive

Friday, October 1, 2010

Day 8 : Hw

210 - 230 AM:


  • Saved new File under the name: yokai_2.c4d
  • Adjusted the hips by rotating line segments
  • Elongated the legs
  • Straightened the legs out
  • Leveled out feet
230 - 300 AM

  • Created the spine
  • Labelled joints in spine to spine1 - spine9
  • From spine2 comes the Root followed by the Leg segments for the Left
  • I toggled the view and adjusted the joints so that they were in the mesh
  • From spine3 comes the Root followed by the Arm segments for the Left
  • I toggled the view and adjusted the joints so that they were in the mesh
  • Selected the mirror tool and the joints to be mirrored for the Leg
  • Tested what axis it was mirroring on until I got it right then set up the rest and mirrored the joints for the Leg
  • Mirrored the Joints for the Left Arm
  • (I had originally thought that it was the right side that I had set up but it was the left side... Silly me.)

300 - 315 AM

  • Posting


315 - 330 AM

  • Skinned and Weighted the Mesh
  • Corrected the weights
  • *Note*: I've found that on mine version of C4D that I don't have shading when it comes to working with the weight tool, maybe I need to activate it in the program but I really don't think that I have it.
334 - !?

  • Nothing was done. I was scared out of my room by a spirit and didn't dare to enter until after the sun had lit up the room enough by about 645 AM

650 - 720 AM

  • Set up I-K Chains for the arms and neck.
  • Whenever I try to set up I-K Chains for the legs they always bend inwards so I don't have any set on either of the legs
  • Added Ankle joint and footbase joints for both feet and used the bind function to bind them successfully to the mesh

720 - 725 AM

  • Rotated joints in the legs and was able to add I-K Chains, but now the character is not longer in the traditional "T" stance
  • I'm going to leave him for now