#highend3d rig
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FINAL ASSIGNMENT SUBMISSION
If I were to go back and restart this assessment, the first thing I would do is choose another rig. Perhaps even choose another character option and make my own rig. I feel like that what I did with this piece shows that I am lazy and what I did I only belted out in a couple of days. If I were to make my own rig I believe that I would have taken more time and more care in how I presented it in the final production. If I were to go back to the start of this assignment without choosing another stream or a rig, I would have taken more care and done more research on how I wanted to present my dragon. I think that I would have researched more on movements of dragons in media like Game of Thrones and Merlin, and perhaps some 2D animated features to see how they do it differently. If I could start again I would do more research on movements of the legs, like was suggested to me, as well as the tails. I did very minimal research by only looking at how my cat moved.
I would use the Unreal Engine a lot more to test my animation, the timings and how I wanted everything to look. I would use Unreal a lot more to build a better greybox that would properly convey what I wanted to because as it stands right now it’s a disappointment to me. By using Unreal and Maya in conjunction, rather than just doing everything in Maya and then throwing it in I believe that I could have made a better final product and I know now for the future that this is what I must do to make sure everything runs smoothly.
I need to use Unreal a lot more, in general, to get used to the functions and the tools, and see what I can make it do with more than just a day, as was the case here as I didn’t stick to my week by week plan. I had issues with this as other subjects were creeping on me which forced me to put this on the back burner when I know how important it is to me to get this final result.
I do want to start again, and I was tempted to do so, but I know how much time it takes to animate, and I didn’t want to risk not being ready.
I am very disappointed in my animation as it stands. When I imported it into Unreal, the eyes (and I believe the mouth) didn’t smooth properly which left me with the strange floating things that I couldn’t get rid of. I looked in the Unreal editor, but I didn’t re-import the Alembic file because it has taken me a lot of time to be able to get it into Unreal in the first place. I was upset with this development, but I worked through it. It was my intention with the camera pass to be able to have those be hidden when the camera was moving, but as I animated the rig inside the Unreal Engine I realised that I had screwed myself by not testing the animation weeks beforehand. The flying sequence was far too short, compared to how it looked in Maya and I had to improvise to be able to get it to work properly.
My intention for the greybox was for it to be high up in the sky, a mountain with a big leg out into open air that the dragon would walk on. I was unable to do this properly with the tools I knew how to use, and I think using Unreal more would benefit me greatly, and if I had more time, which was my own fault, I believe that I could have produced the greybox that I had envisioned.
At one point with animating in Unreal, I noticed a major issue – I didn’t consider how the tail would move in the environment. The tail was my major, major issue with this rig. I didn’t know how to work the thing, how to make it move, how to let it do anything without it screwing the whole rig up and look useless. I should have realised earlier my issue with the tail and chosen a more simplistic rig that I could have done something so much better in. Again, my own fault, because I was silly enough to not plan ahead for this rig, and the final production.
I know that what I’ve done is nowhere near industry standard, and while I’m not happy with the final result, I did enjoy the pipeline – if only next time I could do it to a better, higher standard.
I’m happy with the final animation, in Maya (except for the tail) and if I had spent more time planning rather than go at it willy-nilly I think I could have done something so much better with smoother, cleaner animation.
Hopefully next time it’ll be a rig without a tail.
Rig is owned by Robert Campbell
available at: https://www.highend3d.com/maya/downloads/character-rigs/c/dragon-rig-for-maya-65689
#Final Submission#KNB221#Cinematic#3D animation#highend3d rig#links#Robert Campbell rig#dragon#greyboxing
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Ninth
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I have finally animated with Maya.
I really don’t know the software much yet and the render came out different from the animation I thought I had- so I screenshot (some of) the frames. I kept the shakyness as it really doesn’t take away from the zombie theme. Pretty close to what I intended.
The rigged box is by highend3d user guaravmuller: https://www.highend3d.com/maya/downloads/character-rigs/c/free-zombie-smacks-box-for-maya
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Sass walk
I haven’t been feeling well lately so in class today I just decided to work on my own animation (instead of doing the work :s)
Didn't have a whole lot of time and I don’t want to to stretch this out any further than I have to - it was just a quick little exercise.
Mannequin rig from Highend3D
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After a talk with Lucien he said it will probably be easier to download a character model and rig from this website instead of making it all myself
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Online Progress Update 1
1. The stream that I’ve chosen is Character Development and I would like to take on the second brief - Using an existing character rig, focus on integrating a high quality animated performance into Unreal Engine 4. Demonstrate the use of Unreal Engine 4 and any other required tools to deliver a lit and polished shot.
2. The rig I’ve chosen to animate is the Free TMNT Classic Remake Rig for Maya 1.1.1, made by TheBlueBear. I found this rig on Highend3D and I think it will be really cool to work with. I’d like to animate him doing some simple combat moves. Below are some ideas of combat poses/sequences that I could try or take inspiration from.
The rig has lots of facial controls so I can animate a bunch of different facial expressions to make my final animation more interesting.
3. Work to be completed each week:
Week 7: Blocking character animation in Maya
Week 8: Blocking character animation in Maya
Week 9: Character animation in Maya
Week 10: Character animation in Maya
Week 11: Polish character animation in Maya
Week 12: Unreal Engine 4
Week 13: Unreal Engine 4
4. I haven’t done any work towards the brief as of yet.
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