Creature Concept

I’ve been browsing over conceptart.org and searching for animals and creatures through google images and I think I’ve found what I want to do. The creature has a body type similar to a Rhino or Elephant. I haven’t decided whether I would like to go for the concept art or just model a rhino.

sheathflat.jpg

Project 1

The purpose of this project was to understand motion. Through the use of basic forms and lines of motion capture the perception of the chosen scene. I chose to do a wrestling match that made the news recently. A viewable copy can be seen on Tuck.

Assignment 8

So I just managed to squeeze this one out. I can’t get submit to work so the zip file is in the html directory. This uses supersampling and bilinear interpolation.

simpson.jpgsimpsonfixed.jpg

sines.jpgsinesfixed1.jpg

cat.jpgcatfixed.jpg

Assignment 7

Please Note: I can’t get the submit command to work so the files for assignment 7 and 8 are in the html directory under 07 

Flipped:

flipped.jpg

Perspective:

perspective.jpg

Rotated:

rotated.jpg

Scaled:

scaled.jpg

Sheared:

sheared.jpg

Punch Out!

Here’s the updated version of the punch. After seeing beowolf and angelina I decided to remake my model without poofy lips. Anyways I’ll get to the point. Arms and legs have ik, feet, head, and hands use parenting.

test.gif

Update

Here’s a picture of the basic man shape I’m using.

Blocky, yet sooo smooth

So I’ve got my guy modeled, I want to refine the chest and stomach area a bit, otherwise I’m pretty happy with it. I’ve been messing around trying to build a rig that works. I’ve used IK for the legs and arms but keeping them seperate. And parented the IK control to a locater so I don’t have to worry about selecting anything weird. Still working on the rig, but will get some poses soon.

Dodge This

I’m going to be doing a right uppercut for my anticipation. I’ve downloaded some boxing training DVDs and look at the film is difficult, because one of the keys in boxing is to have very, very, very little anticipation to the action. As the longer the anticipation the easier to parry the punch.

Right in the gizzard!

The starting position has the shoulders off level, the arm throwing the punch slightly lower. The hips are turned back, with the side not throwing the punch leading. the back is arched slightly building as much room for movement as possible.

ô¿ô

The throwing shoulder  drops to put the forearm at waist height and then the body springs forward turning the hips, shoulders, and arching the back to deliver the entire movement as a punch.
Superman don’t need no seat belt
By the end the shoulders have leveled, the hips have shifted to have the throwing side closer to the opponent, and the back has straightened out. The arm also is not extended up much, as the force of the punch comes from the entire movement of the body, not just the flex of the shoulder.

Squash and Stretch

OH NO SHE DIDNT!

Not the best animated gif but click the link to go to the movie on blip. The ball travels up the tube, through the ejector, then slides through the pouch. Once out it flies through the air and is cut in half by the spinning BLADE OF DOOM! ô¿ô

Squash Update

I’ve added a saw and tube that the candy slides through to the animation. I’m going to have to reposition things, because I’m not sure where the candy is going to go, or where to put a conveyor belt.

Video here.

setAttr “jon.brain.fried” true;

Here is a playblast of my animation. I’m having something I’m going to call ghosting. I have items showing up in render time that don’t exist in the outliner, and animation in the render that doesn’t happen on the timeline. Just changing the type of materials I apply makes a difference in how ‘close’ the animation that renders out is to the actual script.
error02.png

The grey block and the red block don’t exist. I can scrub through the timeline and nothing ever shows up. I went to display > show all, and nothing came up. Also the up right part of the blocks should be curved. Here’s a playblast with what was intended.

The video can be found here.

To create an setup the groups and deformers:

int $i, $j;
float $pi = 3.14159265;

polyCube;
select -clear;
select -tgl pCube1.f[1] ;
select -tgl pCube1.f[2] ;
select -tgl pCube1.f[4] ;
sets -e -forceElement mib_illum_lambert1SG;
select -clear;
select -tgl pCube1.f[0] ;
select -tgl pCube1.f[3] ;
select -tgl pCube1.f[5] ;
sets -e -forceElement mib_illum_lambert2SG;
select -clear;
select pCube1;

for($i = 0; $i < 99; $i++)
{

duplicate -rr;
}

select -allDagObjects;
string $objects[] = `ls -sl`;
cycleCheck -e off;
for($i = 0; $i < 10; $i++){
for($j = 0; $j < 10; $j++){
int $index = ($i * 10) + $j;
setAttr($objects[$index] + “.translateX”, $j + $j * .5);
setAttr($objects[$index] + “.translateY”, $i + $i * .5);

}
}

group -n fullGrid;
nonLinear -type bend  -lowBound -1 -highBound 1 -curvature 0;
setAttr “bend1Handle.rotateX” 90;
setAttr “bend1Handle.rotateY” 45;
select -clear;
select fullGrid;
nonLinear -type twist -lowBound -1 -highBound 1 -startAngle 0 -endAngle 0;

for($i = 0; $i < 10; $i++){
select -clear;
for($j = 0; $j < 10; $j++){
select -tgl $objects[$i * 10 + $j];
}
group;

}

To Animate:

select -r bend1Handle ;
float $bendValue = frame / 45;
setAttr “bend1.curvature” $bendValue;

select -r twist1Handle ;
float $startAngle = -90 * frame / 90;
float $endAngle= 90 * frame / 90;
setAttr “twist1.startAngle ” $startAngle ;
setAttr “twist1.endAngle” $endAngle;

for($i = 1; $i < 11; $i++){
select -clear;
string $nameVal = “group” + $i;
select -r $nameVal;
float $turnVal = $i * frame / 40;
rotate -r -os $turnVal 0 0 ;
setKeyframe;
}

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