Showing posts with label Creative Tanks. Show all posts
Showing posts with label Creative Tanks. Show all posts

Tuesday, June 07, 2011

Creative Tanks

A picture of the main character from the 3D short story I'm doing this year, I'm not sure why he's in a zombie pose...

Sunday, June 05, 2011

Gantt Chart for 3d Short

I've made a Gantt Chart, as a suggestion from a friend of mine for my 3rd year project.
I can see myself making Gantt Charts for all my activities, it's quite awesome seeing how this can be utilized in a production environment. Teams can easily track productivity and if they on schedule and quickly see the overall progress of the project, and what needs to be done to get it done on time.


Friday, May 27, 2011

3D Short Schedule

Heres the Schedule that I've put together for the 3d short I'm busy working on in my final year at the Animation School. I'm finding it quite a useful tool to have the pie graphs in there as a motivation through the rougher times of the whole process, watching the red disappear on those graphs makes me quite happy. Go Creative Tanks! It's a working title, however we all growing attached to the name, but until it changes we need more pie charts!

Thursday, May 19, 2011

nCloth Pipes

Creative Tanks Project - nCloth Sim Tests
I'm busy Investigating ways of doing pipes for the chair for the project i'm working on in 3rd year. Had trouble controlling the spline IK Hair curve method. But that seems to be a much much quicker way to evaluate the pipes, and will probably try figure it out in the coming days. In the meantime I've done tests with ncloth, I've not had much experience with nCloth at all so I'm quite happy that I got any result at all.


Thursday, May 05, 2011

CT Character Rigging 02

Mostly completed the body rig.
Still need to paint weights for the "render res" model. Next is to start on a blendshape driven face rig.
Hoping the maya expressions wont slow it down too much during the animation phase later.


If you looking at this picture and saying: "Cool! but why is he cut everywhere?"
Then to you I say: "My recent browsing of the forums have enlightened me that
if you parent geometry straight to the bones it speeds the rig up quite considerably."
Fast rig = Happy time for all.

Monday, May 02, 2011

CT Character Rigging 01

Finishing up the Character Rig for the project I'm working on in my 3rd year. This is the base Model/Rig that we'll be using and then using facial blends and different texture maps to make different characters,
I've got the low poly model that's been cut up and parented to the bones for max speed (apparently this is a very fast way of doing things) and I've got the normal body that I'm going to skin and smooth for higher res versions. Thinking about making the Collar and Tie nCloth, or maybe the collar with jiggle.. Will be testing out those options soon.