Rig

I created this quick rig to help out the 2nd years for a trailer they are making for animate Exeter. I was supplyed with the model and two tongue shapes, and given the instructions that the eyes needed to move and the tongue needed to roll back into the mouth and the mouth needs to close.

Although I was given two tongue shapes to use as blend shapes, it didnt seem to work well and kept retracting through the tongue rather than curling, to overcome this i just created a joint chain and added loads of set driven keys until it reacted how i wanted from one slider. My next task was to animate the mouth, I found this awkward as the mouth was set in a very extreme position rather than closed, initially i tried to rig it using curves and cluster points, and although it technically worked there was to much detail to play around with just for the simple mouth closing action. I decided to go the blend shape route which wasnt to hard.

I then set up the curl of the tongue and the mouth closing so that it would happen at the sametime seamlessly. This can all be animated from one slider.

I added a quick eye set up and global control to finish it all off.

Here is a test of it in action.

Audio Meter

I wanted to create some audion meters to fit inside the cube for the Hexmap projection, to achieve this I created a little particle rig to control how many bars there were and what colour they would be. I started off creating 11 particles that would be vertically aligned and spaced 1 apart each. I then created 4 cubes the same size and coloured them , transparent, green, yellow, and red. Next I had to use these cubes as instancers for the particles. Once i had assigned them each colour had a different number.

From here i made a locator and created a script that would determine the colour blocks and how many blocks there would be depending on the position of the locator.

float $meterY=|meter1.translateY; vector $partPos= ParticleShape1.position; if ($partPos.y > $meterY) ParticleShape1.instanceMe=0; else if ((ParticleShape1.particleId >= 0) && (ParticleShape1.particleId <= 5)) ParticleShape1.instanceMe=1; else if ((ParticleShape1.particleId >= 6) && (ParticleShape1.particleId <= 8)) ParticleShape1.instanceMe=2; else if (ParticleShape1.particleId >= 9) ParticleShape1.instanceMe=3;

This is the result.

I then repeted the process to get more meters which can all be animated.

A Stream Of …. Fluids

So i am also working on a project called a stream of conciousness, this is less of a narrative project but more an experimental one, this is to be produced in stereoscopic 3-d.

I will be working along side liam to produce the stereoscopic effect, which at first we were going to perform a stereo conversion using nuke, but we came up of a much quicker idea  , by using alpha mat textures in maya we can just layer up the images and render directly in 3d.

Here is a test of the 3d which needs to be watched in interlaced.

While i was waiting for work on kernal I wanted to try something with the images for this project, to try give it more of an experimental tone to it. I had the idea of running fluids from the textures Alberto gave me.

These are in there early stages but they are strating to look cool.

I started just using the static image and plugged the texture into the density map, im using 2d containers, this is just down to render time.

(note they are a bit hard to see in the video, for some reason they have come out alot darker than the original rendered images)

You can see it a bit better in the last video.

I then tried to use the animated sequences i had and ran the sim from them, however these image sequences are really jerky and only play 4 frames a second. I am going to make my own image sequence today to run a sim off this way I can see how I need to control the fluids to give the best effect, I want it to look like its animated in the fluid with the fluids ghosting and rolling off. I think this will look awesome in stereo.

I think that this method will work well as each layer can be cashed and stored, we can then just run these as texture sequences and render from planes.

 

Clouds and Lights

So olly let me know that he wanted a cloud that contains knowledge for his project kernal, initially I wasnt going to do this, but i stumbled across the emfx clouds script, so I had a quick play with it.

Here are the results.

Whilst waiting for the storyboard and animatic to reach its final stage, so we can sort out the dynamics, I tried to run some animated lights using a ramp texture as this will reduce render time of lights that need to glow ect, and also just for the experience.

To create this i created an object that i wanted my light to circle, and although this is done with very basic geometry it can be done with more complex shapes. I then seperated the faces of the front of the object I wanted to light up. Once i had the faces i then assigned a surface shader to it plugging in a ramp texture into the out colour, from here I added some animation on the texture and plugged the outcolour of the ramp into the glow.

Here are the results.

The Light on its own.

And it going around an object.

As you can see it works nicely, but I dont know if anything like this will be needed as of yet.

 

 

 

Hexmap

Recently I have been working on multiple projects, mainly working on the dynamics aspect of the shots.

On of the projects I am working on is a project called hexmap. Hexmap is a projection mapping project designed by Jackson Tayler which used a 3d cube to project on. Using a cube rather than a flat screen it is able to give a stereo effect with out the need for glasses.

I started off with some simple ideas so i could get a feel of how to work within the space. My first test was just an engarging frame of a cube, starting from the middle, I animated to 100bpm as these are going to be used for vjing.

I then made it a bit brighter so it would stand out better.

I decided to make a couple more loops just to test out on the projection.

I made a quick lazer show.

I also wanted to test out what could be done inside the cube so that I could experiment with different ways of bringing objects out, rather than using a frame around the cube I tried removing the front pannels so the object sits infront of the cube, or so it looks like that anyway. I added some shadow to try pop it out.

I have been away filming so havent had a chnce to project these but as soon as i do i will upload some videos of it.