- Photoshopped texture and applied it to color and bump map
- I didn't it changed it with a few I already had
- I decided to go back to what I had before with the bump map at 300%
- Fixed the weighting so that the mesh isn't distorted
- Moved the necessary frames to appropriate placements
- Tested without preview
- Set to render
Tuesday, November 30, 2010
Day 22 : Hw [B]
1216 - 132 AM
Day 22 : Hw [A]
520 - 600 PM
- Downloading and testing various textures and colors. I might go long with the fur texture I downloaded, but if i do then I'm going to have to figure out what color to change the material to
Day 22 : Class
1230 - 100 PM
- Saved project file as toy_animation.c4d
- Ran through the animation x2
- Wrote down the timing sequences for changes in the animation itself
- Ideas : Have head turn to the LEFT btw 920 F and 1000 F, Extend frame length from 1060 F to 1120 F with new frame at 1060 F to make it flop naturally
100 - 200 PM
- Looked into Toy Story animations for references on how to do the collapse into inanimate object from animate
- Figured out the frames that I needed to change around 898 F for head turn and three separate frames for the collapse
- At frames 928, and 958 added movement
- At frames 1077, 1107, and 1137 frames were added with the the exception of 1137 where the original collapse occurs
- I then shrank the amount of time btw frames 958 and 1047 it now ends at frame 1098 with an additional 10 seconds of nothing happening
- I'm going to render it so that there are 15 seconds (450 frames) of nothing happening at the beginning rather than the approximate 21.6666666* seconds (650 frames) that I really don't need. Heck I may not even need that much time in front. I'll be able to tell once I add in the vocals in final cut.
- I'm having the program create a preview which I really need to see so that I can decide whether or not to render or continuing to edit it
- The preview isn't showing up so I'll just have to run a preview later at my house (since I believe that it means that it is going to take even longer to render)
200 - 245 PM
- Rendered a frame and found that I material wasn't showing up so I had to go back into the material and create a copy in this file for it to use, deleted the material attached and then rendered the frame again and it showed up
- Apparently the preview is running in the background (I went to try to set up a preview again and it gave me the option of stopping the one that was already in progress) I'm just going to have to wait until it finishes or until class ends whichever one comes first
- Playing with the kit material/textures
300 - 310 PM
- Looking at different ways to make the texture look better
- Maybe I'll scan in a fabric or some sort of material and use it for the bump and texture for the doll
Needs :
- Correct segment of animation around the original frame 1047
- Doll texture
- Weighting
Tuesday, November 23, 2010
Day 21 : Class
1230 - 100 PM :
101 - 300 PM
- Posting to blog
101 - 300 PM
- Searching for fabric textures online
- Found one
- Put into photoshop and set a high contrast in black and white
- Inserted the file into the material
- It looked good, but it was applying the texture to the stitches which made it lose its effect
- Took material file and bump file into photoshop and erased the colored parts until satisfied with the results
- Set up a omni light source that may be too bright but will do for now
- Now putting a wooden texture to the bed frame and a cloth material to the bed mattress
- Fiddling around with textures on the bed frame and the floor
- I have come to a decision on the new floor texture but I'm still working on the bed frame texture
- Looked up wood texture > downloaded file
- Edited in photoshop to give it some color
- Applied to frame
- Changed camera angle
- Moved blanket
- Rotated K block
Day 20 : Hw [B]
11/20/10 Saturday
1220 - 1240 AM
1220 - 1240 AM
- Set position
- Saved as bedroom2.c4d
- Scrapped the changes in bedroom2.c4d
145 - 245 AM
- bedroom1.c4d reopened
- Saved as bedroom1_1.c4d
- Fixing weighting to the best of my ability
- Reposition
- Starting to animate each joint and i-k chains
- Changed camera position
245 - 300 AM
- Planning out the timing to the animation
- Set to render
- It took 8 hours and 30 minutes to render a 40 second clip 1,200 frames later
416 PM
- Animation is complete
11/23/10 Tuesday
What Still Needs to be Done for Final:
- Possibly get more folies, ambience, sounds, and voiceovers
- Compile sound files into Final Cut Pro
- Compile Video files into Final Cut Pro
- Edit the two together
Ideas for Tweaks:
- Add a light
- Add fabric texture
- Correct the collapse at the end of the animation
Things Needed to set up for DVD:
- Screen shots from each step of each project
- Background music
- Perhaps a commentary from myself
- Video Screen shots (if possible)
- Excerpts from my Animation blog
- Compress files into folders
Thursday, November 18, 2010
Day 20 : Hw
1135 PM - 1210 AM
- Checked the rigging for Kit Kuros (testing the weighting on it)
- Saved a file called kit.c4d in folder 11_18
- Merged the file into bedroom.c4d which was then saved as bedroom1.c4d
- Tried to shrink the mesh AND the joints, I found that it does quite work that way so I'm either going to have to make everything in the setting much bigger OR redo the joints
- Changed the walls settings
- Decided to redo the rig on a smaller scale
1210 - 110 AM
- Shrunk Kitmodel1.c4d mesh
- Created new rigging
- Zeroing out all joints
- Saved
- New file
- Auto weighted
- Merged into bedroom2.c4d
- Weighting isn't doing what it's suppose to, I can move the skeleton around without the mesh even though I auto weighted it
- I weighted it again and I'm still getting the same thing to happen, maybe because its so small the weighting is very faint, if that's the case then remind me never to do it this way ever again
110 - 120 AM
- Okay, I played around with the weighting in the tail for a little bit
- Then I started fiddling with the tags when I realized that I didn't have a skin so I applied it (with albeit a bit of difficulty) problem was solved
125 - 153 AM
- Started setting into position for the scene
Tuesday, November 16, 2010
Day 19 : Hw
330 - 440 PM
- Tried looking for free 3d Models: kid's bed, and building block
- Decided to make my own building blocks at least
- Created file call buildingblock.c4d
- Created cube primitive
- Did a inner extrude twice
- Taking Screen shots as I go on each step
- Finished each of the 6 faces (using extrude inner)
- Used body paint
- Thought that I had done three different blocks in body paint but I guess not
445 -505 PM
- Set up a new file called bed.c4d
- Made a floor, mattress, and a bed frame
520 - 552 PM
- Set different textures to the floor and frame until content
- Changed structure of the bed a little
Day 19 : Class
1240 - 115 PM
- Demo for doing screen grabs and putting them into Final Cut Pro
115 - 135 PM
- Setting up for presentation
135 - 215 PM
- Taking screen shots from all files
216 - 230 PM
- Tried Setting up Environment
230 - 255 PM
- Presenting Retro Future WalkCycles
- Presentation
Sunday, November 14, 2010
Day 18 : Hw
I'm going to use the character that I just made for the final project
220 - 303 PM
- Created body movement
- Created head bob
- Create tail twitch
- Created loop
- Set up render which ended at 303 PM
- Idea for the final project has been hovering around the doll being found and picked up by owner, thus it would be the toy hearing owner then seeing owner before the cam cuts off to insinuate that the toy has been picked up since there is now a vacant space there
- Will need a voiceover which I can provide and another character (whether or not I'm going to animate this character is another story, I'm currently debating it in my mind)
303 - 350 PM
Final Project
- Planning
- Scheduling
- Listing
- Fulfilling deadlines
- Storyboarding
Tuesday, November 9, 2010
Day 18 : Class
1240 - 105 PM
- Updating blog posts from last night
105 -130 PM
- Opened kit_cycle4.c4d deleted plane
- Saved
- Opened kit_cycle2.c4d
- Deleted light and plane
- Saved as kit_cyc.c4d
- Changed the weighting in the tail (disturbed them mesh)
- Moved tail joints 3-6 down for each frame
- Saved
140 - 242 PM
- Keyframe 2 (8): Set tail movement
- Keyframe 4 (22: Set tail movement
- Cleaned up weighting on Spine.base
- Cleaned up weighting on Spine.1
- Cleaned up weighting on Spine.2
- Cleaned up other areas
250 - 320 PM
- Fixed majority of the weighting
- Checked each of the Keyframes and keyed corrections (any errors in the mesh)
- Saved
- Tested the up/down body movement from what I can see all the polygons are accounted for
Hw/Goals (11/16)
- Set the body to move at appropriate keyframes
- Set head to bob at appropriate keyframes
- Copy and paste loop 10x
- Create feline tail twitch at the very end
- Set up plans for Final Project + storyboard + scheduling
Day 17 : Hw [C]
11/8
930 - 1000 PM
930 - 1000 PM
- Went back to the file kit_wc.c4d
- Saved as kit_currection.c4d
- Cleaned up files on computer to help with loading time
- Zeroed out all the joints
- Zeroed out the I-K Chains
- Zeroed out directionals
- Tested the movement of the left leg (all the positions that caused problems)
- Tested right leg
- Tested both parts of the tail
- Tested whole right arm
- Tested whole left arm
- Saved file kit_cycle.c4d
1000 - 1142 PM
- Cleaned up the weighting in left.leg, & left.2
- Cleaned up the weighting in right.leg, & right.2
- Set right and left arms to relaxed position
- Final check > joints in both arms aren't zeroed out because they were rotated for the relaxed position > legs check out as being zeroed out
- Saved file as kit_cycle1.c4d
- Set keyframe 1 (1)
- Set keyframe 2 (8)
- Placed right leg joints & keyed together
- Placed left arm joints & keyed together
- Placed right arm joints & keyed together
- Saved
- Set keyframe 3 (16)
- Placed right leg joints & keyed together
- Placed left leg joints & keyed together
- Saved
- Set keyframe 4 (22)
- Placed left arm joints & keyed together
- Placed right arm joints & keyed together
- Saved
- Checked coordinates for the ankle joint and knee joint of the left side for the neutral position after having the leg bend backwards from the current position
- Compared bend in the knee joints, the checked the rotations. Neutral was zeroed out frame 4's wasn't
- Corrected rotation
- Keyed the rotated position on frame 4
- Saved
- Placed left leg joints & keyed together
- Saved
- Set keyframe 5 (30)
- Placed left leg joints & keyed together
- Placed right leg joints & keyed together
- Saved
- Added a light
- Increased size of the plane
- Changed the placement of the right leg joints to match the motion of the left leg joints
- Saved
1205 - 120 AM
- Added weighting to the spines (joints)
- Saved
- Weighted
- Saved file as kit_cycle3.c4d
- Went back to kit_cycle2.c4d
- Continued weighting
- Gave up on perfect weighting
- Moved the plane up and down instead
- Made a preview
- Tried moving tail but can't due to poor weighting
- Rendered move file
- Created file kit_cycle4.c4d
Monday, November 8, 2010
Day 17 : Hw [B]
1040 - 1108 AM
- Made another attempt at fixing the joint and found that another joint is skewed as well, the joint where the leg meets the torso is also twisted up just like the ankle
- Sent an email and tried uploading the file to moodle but it was too large I'll send the file in another email
Sunday, November 7, 2010
Day 17 : Hw
11/5
1100 PM
1100 PM
- Opened up file on home computer and started weighting but it was moving too slow so I stopped
100 - 300 AM
- Worked on gathering information on presentation into a powerpoint through the program NeoOffice
- Found clips and created a playlist for them on my youtube account
11/7
215 - 235 PM
- Completed weighting the model (though the program at the school was kind of lagging too)
256 - 353 PM
- Moving onto the walk cycle
- Correcting the weighting in the arms
- Setting the arms into relaxed position
643 - 734 PM
- I had to take a long break because I frustrated
- I got three frames animated after some serious problems
- Although I had set the joints to bend in a particular direction when I had to bend it it bend in the complete opposite direction just to spite me
- Then when I did fix it it tied up the ankle in a knot when I set up a key frame for the joint
- I fixed that by setting the joint to zero which reset it to what it was suppose to be then key-framed it then it skewed but I was able to toy with the ankle joint and keyframe it in the right position
751 - 800 PM
- I went to make another keyframe for the joints but it got (to put it bluntly) fucked up
800 PM
- I'm fucking done with this
Thursday, November 4, 2010
Day 17 : Class
1241 - 151 PM
Goal: To complete the weighting to the joints as well as I-K Chains for Animating this weekend
Goal: To complete the weighting to the joints as well as I-K Chains for Animating this weekend
- Placed Kit_weighted.c4d onto the desktop and will then transfer onto the hard drive and opened in c4d
- Going into more detail in the weighting process
- Saved file as Kit_weighted1.c4d
- Saved another file to explore again whether or not I could zero out the joints while having another tool open called Kit_weighted2.c4d
- I'm creating a new file and bending the joints slightly to an unweighted file and then putting I-K Chains in and finally weighting it again Kit_joints1.c4d
- I bent the joints
- I set up a tail of joints (since I want the tail to move a little bit when I animate him)
- I'm now setting up the I-K Chains
- I-K Chains are set up but I found that there was an unknown quirk that wasn't allowing me to zero out my joints before doing them. I have to zero them out in the Coordinates Box located at the bottom of the screen
- I'm going to keep the file with the I-K Chains that I just finished and zeroed out but for the sake of making things easier for when I have to animate I am going to go back and zero out the joints and then redo the I-K Chains and zero them out as well
150 - 250 PM
- Zeroed out ALL the joints (including roots)
- Bent the joints and adjusted them
- Rechecking to make sure that they are still zeroed out after the adjustments = they're unchanged
- Created I-K Chains
- Remembered that I needed the put joints in the tail on this file and put them in
- Zeroing these new joints out
Hw:
- Complete I-Ks for tail (11/5)
- Weighting (11/5)
- Animating (11/7)
- Storyboarding for Final Project (11/16)
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