Monday, October 29, 2012

Fixed Rig

We've fixed the rig for the robot so that it doesn't break when he twists his torso or hips too much.  There may still be problems, but the major ones should now be fixed.  For an example, note the shoulder on the shots below (at the same frame).  In the original, the arm was popping out of the socket at the shoulder when he turns.  This has now been fixed.

Original

Fixed

Tuesday, October 16, 2012

Test render


Production quality test render.

Shot 001 Test Render


Mocap Shot 001 Test render from Jim Weaver on Vimeo.

Update - 10/16





We have fixed the problems with the markers in IQ.  The rig has been updated, as has the mesh by adding more segmentation, to avoid pieces disconnecting from the mesh.  The scene has been built with lighting and materials have been experimented with, although some tweaking will likely still be needed.  Below is a render test with the new scene, lighting, the robot mesh, camera moves and mocap data for shot001.  This is rendered out in Mental Ray and HD720, but in draft quality and only every 20 frames to shorten render time, as this is just a test to have a better idea of how to turn our shots into a working animatic (as well as test lighting, materials, and reflections in action).

Problems: There are still a few problems with the rig and model that, while changed, were not changed in time to render out a playblast in time so I could put together an animatic.  Now that the problem is fixed, we should be able to finish the animatic next week.

Note: The video will be updated to the blog when it becomes available on Vimeo.  In the meantime, I can show the render from the video file in class.

Update - Models



turnaround of side character robot


Tuesday, October 9, 2012

Update


Updated the model to accommodate the bending of the chest. 

Project Update



We have begun to add our motions to MotionBuilder, however we had some serious problems.  First off, the actor was bending in odd ways when we merged the skeleton and tried to play the animation.  And some of the shots have the hands posed in strange, inaccurate ways (see above).  Our range of motion is working just fine, and we know how to work with the MotionBuilder program, but our shots have odd errors.  We have spoken with Adam about it a couple days ago, and he suggested a fix, but it requires relabeling points in the Mocap lab for every shot, and we would like some guidance on this so we don't make another mistake.

The other problem we've had is that the skeleton for the model doesn't seem to fit the motion data properly.  As a result, we have had to go back and update the rig (Brandon), and then update the model (John).  This should be ready by classtime, and then we can work on the Mocap changes (with some help) so we can get caught up.

I have been working on sounds for the robot to give him some life.  I will post up my sound files later today or tomorrow morning, as I don't have them with me or in the proper format.

Progress on the scene and models are going smoothly.  We have problems with the proportions of the scene layout because the model is still being modified to fit the new rig proportions (based on motion data).  These will be ready midweek.

Tuesday, October 2, 2012

Robot Asset




















Another junk robot asset to fill space.

Scene Setup Test Shots




another robot concept


Another design for a junk-type robot. Pieces of the robot will be placed throughout the conveyer belt.

Animatic with Sound




This is Long's animatic with sound added.  This is mostly for testing.  I will likely add to the ambiance and create more variety of robot sounds, particularly additions for emotive expressions.  Sounds are subject to change.