Wednesday, 2 December 2015

Maya - Paint skin weights, blend shapes and FK IK rigging


Maya skin weights....
Each joint has an influence on the surrounding geometry, and this influence is represented in black and white; white = lots of influence, black = none. A colour scale can also be used, as it's easier to see than black and white. (colour range shown below, both in the paint skin weights dialogue box and the model in the viewport.

After the character is rigged and the rig is then bound to the geometry, we tested moving the model. If any distortions were apparent, then we used the paint skin tool to correct the influence, by adding or replacing.

Good link here to Autodesk and more about Paint Skin Weights !




Tuesday, 1 December 2015

Maya Rigging

Creating IK handles -
I learnt a valuable lesson...
I omitted to delete history and freeze transformations, before contraining my IK handle (green box highlighted on the wrist of the character below). Therefore the axis values were not set to zero; meaning that it's pretty impossible to get back to a 'T' pose.
I am going to practice and create the right hand side of the arm rig - and remember to delete history and freeze transformations!!!

What are IK handles and solvers?

"Maya provides inverse kinematics tools called "IK handles". The effect of an IK handle on a joint chain is determined by the type of IK solver that you choose.

There are three types of IK handles with corresponding solvers: Single Chain (SC) HandleRotate Plane (RP) Handle, and Spline Handle.
  • Single Chain (SC) Handle and Rotate Plane (RP) Handle can be used to animate the motion of an articulated figure's limbs, and similar objects.
  • Spline Handle can be used to animate the motion of curvy or twisty shapes, such as tails, necks, spines, tentacles, bull-whips, and snakes." http://accad.osu.edu/~midori/Materials/IK_solvers.html


Maya interface whilst rigging.
Hypershade (on the left) for creating blend switches between FK and IK and Outliner on the right, showing the hierarchy.



Research Poster

Assignment:
"You are required to produce a poster which communicates your research interests in visual and/or text based formats and demonstrates your understanding of academic research relevant to animation/ creative practice and your own academic investigation/ research."


Saturday, 28 November 2015

Modelling a Cowgirl Hat in Maya

Modelling a Cowgirl hat in Maya...
So far, one torso, two legs, two arms, one boot and one hat brim!




Friday, 27 November 2015

After Effects

First time using After Effects

Using the interface.
Alpha paints to block out keys.
Keying
Masks
Grids.
Camera tracking
And basic animation. Looking forward to practicing with some tutorials !



Maya Rigging

Basic Maya Rigging today...
Using the joint tool and gaining more understanding of the 'outliner' box and the importance of labeling and hierarchy....and choosing the 'baby' in the hierarchy first and then the 'parent'.


Spine joints illuminated in green. 


Creating nurbs in 'green' for the ankle and toe controllers (CTR)


 Basic skeleton with the controllers ( blue and green ovals/circles) on the foot


Basic skeleton showing the left (blue) and right (red) knee controllers (K) - positioned away from the skeleton. The white diamond shape is the spine root controller.


Skeleton without the wireframe of the character



Adjusting the X,Y,Z rotation orientation for the thumb joints