Archive for the 'skinning' Category

Rocking Smoother

Saturday, February 28th, 2009

This is as final as it’s going to get for the competition.
This is playblast lighting, so there is no shadows from the unicycle.
I’m pretty happy with it so far.
I’d like to add another shake on the arm during ‘liberating’…

Second Place - Fjorg 2008!

Wednesday, August 13th, 2008

I’m proud to announce that our team, The Fjantastic Fjorgers, won second place in the all-night 32 hour animation competition! The contest involved sixteen three-person teams of CG animators from around the world who forgo sleep and resist several staged distractions for 32 non-stop hours to produce the best character-driven animation.
This was our take on […]

Help Me!

Sunday, June 8th, 2008

As summer gets into full gear, this animation project should be wrapping up. Well, it’s not yet. I still am clinging to the idea that I can get through most of the animation smoothing by July 14. Throughout the upcoming school quarter at AI, I will be doing final animation polishing, lighting, and rendering frames.
However, […]

bird blends backwards blessing

Saturday, May 3rd, 2008

If you’ve been wondering what is wrong with my bird rig, well so have I. I’ve finally got some useful information e-mailed from a former student, Bryan Money.
…your skin cluster has the mesh being scaled -1 in Z and X… which can only be done by scaling in component mode or the joints were grouped […]

SymMesh Script

Saturday, April 12th, 2008

I love scripts. Scripts in Maya are little programs that you install that make little interfaces in the program to make the program do things that it should already have programmed into it, but doesn’t because the creators of programs want to make your life difficult. Some scripts put ten steps together into one step […]

Rig Re-working

Thursday, April 10th, 2008

In the process of building the bird rig back in December, I made a large mistake out of ignorance. I created the blendshapes for the face controls on the rig in the low-resolution version. This seemed simpler to me as you model with a smaller number of shapes. There isn’t a way for those controls […]

Animatic - 02

Saturday, April 5th, 2008

Here is my second pass at the animatic.
Is anything confusing or not reading well??

For me this stage is everything. It is crucially important. This is finishing the film without actually doing all of the work. All of the big decisions happen at this stage. Now is the time to do any editing thats needed. This […]

skinning birdy shoulders

Monday, March 17th, 2008

Ever have one of these?

Remember moving around little tiny pieces of metal with a magnet to try to form some organized image.
That what skinning a character is like. Except it is in 3D, and the little metal pieces have to stick to each joint of your character so that they bend right. So I’ve been […]

Skinning Birdy — The Body

Tuesday, March 4th, 2008

Still skinning. Skinning takes big chunks of time which I haven’t been able to put towards getting this model finished. I think I’ve finally figured out the best way to skin these stretchy joints. It’s starting to feel like the skin is finally cooperating. Right now, birdy’s tail is working nicely and the right wing […]

Skinning Birdy — The Wings

Monday, February 18th, 2008

So the wings are turning out to be a bit of a nightmare with the skinning. It looks like poor birdy has been dropped in acid. It is really frustrating. I’m not even sure if I can use the rig for the next project, and I really need to get animating. It all seems manageable […]

Skinning Birdy — The Feet

Tuesday, February 5th, 2008

Skinning. The last phase of building my model is skinning. Basically, the blocky geometry on top of the current model gets covered over with a nice new smooth skin. The new skin has lots more polygons on it, so it makes the computer run slower when working with it. So most models will have a […]

Skinning Birdy - The New Nightmare

Saturday, January 19th, 2008

It seems Im a bit stuck. I continue to have problems with the jaw, it wants to be different and not move with the head and the body. This still looks like its a simple constraint issue, but I’ve been fighting with it and am not sure what is wrong.

So I decided to move onto […]

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