Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts

Monday, April 19, 2010

.... just kidding!

Shock, the last videos had nothing to do with the animation I sent to render.

So since our short is drastically different from the time that Grissom's brother composed the score, the music no longer works, therefore I no longer have a beat to match. So while I always animated as if the music were the same, when it came down to it, it was more important to have a strong animation than sync to the music. So, I ended up going through the scene section by section by segmenting out major movements and then scaling the keys to be longer in some parts and shorter than others... I'm not really sure if this is a legit technique but I was thinking about a waltz tempo... just a lot of variations of slows and quicks. I also completely reanimated the breasts and Sarah Grissom and I cleaned up her arms and hands. VoilĂ :

scene 10 animation from Romina Barrett on Vimeo.



I may be composing/recording a piano arrangement to match our short once the shots are compiled, which is exciting! I love making music.

Sunday, April 11, 2010

Process and Progress

I've more or less finished the dance sequence for Chance of Rain.. one of them, anyway. There is still some funkiness going on with her arms and breasts, but Sarah Grissom, our team lead, has a fix for it so I'm not too concerned about that. Here is my process:

Scene 10 Lower Body from Romina Barrett on Vimeo.



After blocking in (see earlier post), I hid the entire upper body and worked just with her gut, legs and feet. Even without touching the keys I made with the rest of her, refining this made the whole thing look better and it was cool to try to get some personality out of just her hips.

Scene 10 Upper Body from Romina Barrett on Vimeo.



Once I felt the lower body was strong by itself, I unhid her upper body but kept the arms hidden to keep them out of the way. Because of the work I'd done with the gut, it was pretty easy to fix up her spine and neck.

Scene 10 from Romina Barrett on Vimeo.



And, here is the final as it stands now. Once again, there's still issues with her arms and breasts but I'm pretty pleased with everything else. We're starting the compiling of animation, environment and effects tomorrow and then sending it off to the render farm! It's very exciting to see this finally start to come together.

Tuesday, March 16, 2010

Parallel Bars blockin

So I just got back from GDC and had a blast. It was cool to meet a lot of awesome people at different studios and get some industry feedback.

Here is something I've been working on apart from school work. I wanted something that demonstrated an understanding of weight so I chose to use the Norman rig on gymnastic parallel bars.

This is still pretty rough. I broke Norman about a million different ways and had to treat his FK spine as IK on some parts, but I learned a lot in doing so. I still want to add more delay in his legs (which is harder than it sounds because they break whenever they feel like it) and clean up the arms and hands... Maybe play with the camera a little more. Anyway, I've enjoyed working on it.



Wednesday, February 3, 2010

Chance of Rain First Pass

So, here is the compilation of shots I'm doing for Chance of Rain. This is all super rough first pass of blocking in. The way I went about it is using the mocap data for timing of major poses, matching the framecount to my thumbnails, and then roughing my poses in 3D entirely based on thumbs and video ref and the mocap just for placement.

We ran into some weird stuff going on with the rig in the arms since hand rotation and arm rotation are the same controller right now... So when that's fixed it won't be as goofy looking as it does now. And I won't lose my keys, which is excellent.

Anyway, this is all super rough and I still have about 40 frames left at the end of the last shot but I like where it's going. I didn't touch the boob controllers at all (even the close up of them... John Mark did a great job rigging them), nor the fingers or hair or face morphs so there will be a lot of new things added for the next pass. All in all I'm pretty pleased with where it is right now.

ALSO I LOVE LOST.

Chance of Rain Dance First Pass from Romina Barrett on Vimeo.

Monday, December 7, 2009

Visiting Ryan in Prison dialogue test

This is a dialogue test I did last year with the generi rig. It was pretty fun. The audio track is Kelly Kapoor from The Office.

Visit Ryan in Prison Dialogue- final final final from Romina Barrett on Vimeo.



I've been struggling a bit with the environment/lighting/what color generi should be. Suzanne Kaufman, one of our professors, gave me some help so it looks better now than what it looked like last year... But I still don't know how I feel about the pink.

Saturday, December 5, 2009

Tad Walk

Meet Tad. He's a character from the game team I worked with last year, Team Infinigon, for which I contributed a few enemy robot animations but never really worked with Tad himself. So I animated quick a walk cycle for practice.

He's rigged with biped, which I know is a widely unused rig but it was a decent exercise. Still, I haven't figured out how to use the curve editor with biped which makes slowins/outs necessary to do by hand so I didn't really bother for this. Next time I'll use a rig where that won't be an issue, and while it was interesting to try and figure out how arms of such mass would move I'd rather work with something with more flexibility next time.

Anyway it was interesting.

Tad Walk Cycle from Romina Barrett on Vimeo.



Model by Dan Moyer and other members of Team Infinigon. Read more about the Tad Studbody game and Team Infinigon here.