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BSW - CAAyr3 - Animation DUMP!

  Animation DUMP! After almost 20 days of not blogging, there is a lot to talk about. After I had got the lighting done and the rigging of the character sorted out, I began to animate! Scene to scene I started by blocking out the movements, taking the movement and timing of the character into consideration. After the scenes were blocked out I began to tweak and add the smaller movements, the main of wich is the neck as that is the control that will move the camera. I focused on having constant camera movement making sure that I get the most natural result for the animation. I had a great time doing the one thing that was left for the bulk workflow, and came across only a few set backs. One to mention is the use of the graph editor. I had a small understanding of using the tool before as I had used it in previous animation, however, I had to take to research to get the most use out of it for the more complex animations I was doing here.  One good point of the process was the fa...

BSW - CAAyr3 - Rigging Situation Changed

  Rigging Situation Changed Originally, at the start of my rigging journey with Lobe`ous, I wanted to create my own rig. But after running into many small issues even at the start of creating the rig, I simply wanted to get on with the project and not be slowed down by the frustrating small problems I was having. The blend shapes and skinning was done almost perfectly for the character and I was happy to continue but it was the controls and IKs that were the issue. Therefore, I put on an auto rig which works great moving the character. But the issue was, it is very hard and awkward to animate using the auto rig feature almost as if it was just made for posing the character. I tried to convert the rig back to a manual one and tried adding my own controls but I was struggling as they seemed to blend together and break. I needed help from a tutor which helped a lot and brought me back on track, meaning I could re-do manual controls from scratch. The issue with this is that the blend s...

BSW - CAAyr3 - New Lighting Approach 3

  New Lighting Approach 3 This has been quickfire blogging, but again, I have played around with the lighting situation. I tried out with a cylindrical area light in place of a point light, and it works great. It doesn't over expose close points and gives a really good fall off. Paired with the dimmed background lights it works really well, then when I added a light blocker, paired to the area light, with full density and a ramp fall off, the desired effect was achieved.

BSW - CAAyr3 - New Lighting Approach 2

  New Lighting Approach 2 I have played around a bit with trying to implement the two lighting approaches. I have turned on all the original lights and turned the intensity to .1 each so they appear, but only very dimly. Then I turned back on the point light on the character and saw the result looked pretty good and close to what I wanted. I think when I play around with the camera settings working with the lights, i will be getting the result i want.

BSW - CAAyr3 - New Lighting Approach

  New Lighting Approach After speaking to a tutor, I wanted to try a different approach to the lighting. This way gives me the perfect effect I wanted, however, it does mean the lighting I already have spent time completing, can only be used sparely... I have attached a point light to the same point I added the rivet constraint. I played with the exposure and had to turn the intensity to around .2 due to the floor where the character stands, being majorly overexposed.  I want to figure out the best way to implement the good lighting that I have already done, so I can create a really cool effect. 

BSW - CAAyr3 - Lighting for House Environment

  Lighting for House Environment I am pretty happy about the outcome of the lighting for the house environment at the moment. I have added the skydome, area and directional lights to create the effect.  With altered exposure