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Matt Jenkins - Work Thread 2: The Rigoning


99 replies to this topic

#76
chrisdunham95

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I personally would leave the houdini stuff where it is as rigging is your main interest (dont get me wrong its really nice) ; but if your gonna put it further forward show more of the tool etc. maybe a description of what different parts of your tool do as your going through it and show the procedural nature in viewport - making changes and different results etc. (Its only 30seconds ish i think you could make it upto a minute and show more of how it works etc.!)

 

- just my personal 2cents from my viewpoint though so feel free to ignore me :) 



#77
Danriduk

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I feel like one of the rigs could be cut out entirely, hard to chose between the lady bird and dino. I feel like cutting out the dino as you have animation of both the robot and lady bird.

 

Chris has also got a point, put the rigs at the start if it is a rigging reel.

 

- both the lady bird and robot could be shortened a lot and sped up, you have shots of animation shown, there is no need to show the entire rig as well, focus on details like the robots reverse foot stuff that are not seen so clearly in the animation.

 

- Also the stack stuff could be shortened, you show the same thing twice in the stack generation choose one of the demos and the last part showing the different elements.

 

- push the tool stuff to the end (and it can also be sped up a lot) its currently 2 mins long, try get it down to 1 min. Perhaps put it before the stack stuff to keep maya stuff together ?



#78
Leooo

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This is an example I usually send out to anyone who asks for feedback for a junior reel;



This obviously isn't a junior reel but the presentation has just about everything that keeps a reel interesting. 

- Notice how he doesn't demo a full character since; if you have a full character on screen, we can assume the whole thing is rigged.

- He also doesn't demo the same thing twice; if you've added ik-fk chains on one limb then you've obviously done the same for the rest. This also applies across characters. 

- He mainly highlights unique and interesting features. If your robot guy has any mechanical setups, like pneumatics etc, then show them off. Also, if you're looking for a challenging project then you can try something like this - vimeo.com/195594183. He uses trigonometry to create his own ik solver type thing.

- Animation! It's always a big plus having animated rigs in a reel. If you can get the anim scenes then you can even show them animated in viewport with the rig on top, then use camera bookmarks to swoop around and demo different areas like he does.

 

Currently your reel is difficult to sit through without skipping, but if you cut out repeating features and get rid of the dinosaur entirely then you'll save a load of time. Also, to add to the watchability you should annotate what your doing with your tools. Even though it's clear what you're doing we have to follow your mouse around the screen and piece it together ourselves instead of seeing how efficient the tool actually is when we know what it's intended purpose is prior.


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#79
Jenks

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Thanks guys, some great advice for me to consider, hopefully I can find some time to work on it before lectures start back up :)

 

...also the Trashbot rig video just so happened to be in my ever-growing backlog of cool things to check out - man... I really need to watch through them all xD



#80
Jenks

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Made some changes to my showreel

 


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#81
Jenks

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Been working on some rigs over the past couple of weeks, they're both pretty much finished so I put together a quick overview of them

 

password: a

 

..also I was wondering about the proper/best way of doing the clavicle set up, at the moment I'm using an IK so that it can be translated as well as rotated but that needs there to be another joint near the spine to make it work for both sides - which feels kinda wrong... I've tried to match Mark's setup but it was independent from the rest of the body, so it might not be the best example to work from. It seems to be working pretty well, but I can't help but feel like there's a better way of achieving the same result...

 

Here's a closeup gif of my current clavicle setup (...I really need to get around to fixing the screen tearing that keeps happening on all my recordings..)

Spoiler

 

 

Also been looking into getting rigs to work with mocap, I think I've worked out the majority of the process but when I attempt to add my rig's controls to the control rig part of HIK I'm just getting a blank grey box. From my amazing deduction skills, I've managed to work out that 2017 appears to be the culprit - everything is smooth sailing back in 2016. Since I can't find any help on google I'm assuming it's not affecting many people (or literally no-one uses HIK...) but it's happening on multiple computers, different prefs - it's even broken on my linux version of 2017 :'( I guess for now I'll have to do that part of the pipeline in 2016 and hope that doesn't screw things up)

 

...Lastly anyone know why motion builder on linux is crashing when I import certain fbx's? The files work fine on the windows machines though.


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#82
Danriduk

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IMO, modular is better when it comes to rigging as it works well for scripting, Also if you end up needed to re-build parts you are not messing around with extra bits because its single chain.

unless its games, no idea when it comes to games. but ... pfft games ...

 

With the clavicle all i use (and see used) is a 2 joint chain with an IK, a control which sits on the end joint controls the IK, that way the controls pivot isn't away from the actual control curve you can also add stretchy IK to this as well if necessary, what you have works in a similar way to this i guess. Only translation base, having both rotation and translation seems abit un-needed.



#83
Jenks

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Oooh boy, I've been neglecting my thread again. Hopefully over the next couple of days I'll have enough time to start showing off the rigs I've been working hard on.

 

To start things off go check out the face rig I've just finished up http://www.3dhit.co....e=2#entry349258

 

I also have the rest of the rig close to finished but since I haven't started the proper skinning yet I don't see much point in making a video just yet (since for the most part it's stuff that I've done before)

 

At first I found the transition from only needing realistic movement to needing the character to scale and twist in all kinds of weird ways kinda tough, but I think I've just about got the hang of it - and there's definitely something really rewarding about seeing them be able to be manipulated into funny and awkward poses.

 

As a bonus here are some dumb poses I made whilst testing:

TgBjinN.jpg

 

4NtZrz9.jpg

 

RV9gaun.jpg


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#84
Jenks

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Posted another rig showcase, go check it out http://www.3dhit.co....e=4#entry349480

 

Unfortunately I don't have any funny faces or poses this time though  :(



#85
Christian Fryer

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were-not-worthy.gif


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#86
Jenks

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So I've been working on the space suit rig for breathe (check it out :p) and I've been running into an issue with pose space deformations - I managed to do the left side completely fine with no issues, but for some reason when doing the right side I've run into problems. I sculpt the shape fine and everything holds up when I move along the timeline, but as soon as I manually move the control maya decides to screw with me... and then to make it even more weird when I edit the shape it goes back to normal again:

 

Qfc3UVu.gif

 

This happens for both the elbow and knee - but it's weirdly fine on the left side. I've tried remaking the poses (multiple times - I'm so sick of making elbow creases now...) as well as exporting and then reimporting the pose. Funnily enough though, when I sculpted a quick test blob it worked absolutely fine - so I guess it could have something to do with the complexity of the shape??

 

I'm not really sure what to do at this point... it's gonna look super weird if one side has nice deforms and the other is a hideous mess

 

EDIT:

Don't know if it helps but I did find a difference with the blendshape nodes - it seems that all the working ones are connected in a nice stream together, but the broken one is off doing it's own thing. I tried being a kind friend to the left out node and joining it up to make friends with the others, but that just made the whole skinning completely stop working...

 

8EsCKLa.png


Edited by Jenks, 11 April 2017 - 08:29 PM.


#87
Danriduk

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A completely wild guess but it could be the deformation stack.

 

- first is the skin cluster, assuming then the working sides blend-shape is next, then the broken sides blend-shape next in the stack ? try moving the broken ones below the working and see if they does anything what so ever. My guess is it might swap - where now the left side becomes broken and right side working.

 

(the hidden button for this is to the right of the vert/grid/curve selection locking things, the left off the render buttons)

 

Never had a chance to look at the tool, but It seems slightly inefficient to have multiple blend-shape nodes when you can use one node with multiple targets ? Or is that just the way the pose space thing does stuff.



#88
Jenks

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I'm probably using it wrong tbh, I'm mostly just winging it (which is probably why it broke on me) When making a new pose it gives you the option to use an existing blendshape deformer or create a new one and I just usually go with a new one. I did try using the same node for both elbows at one point, but that started affecting the spine area double for some reason... maybe I should actually get around to looking up tutorials for it xD

 

Now that I've had a chance to play around with it longer, it's really unpredictable - I'll move the controller around and it might work, but then I'll undo and move it around again and this time it'll be broken... I'm starting to think this might be a bug with maya as oppose to me being dumb (or maybe a bit of both, but I'm gonna blame Maya for at least a little bit of it)

 

When I look at the deformation stack the broken blendshape is on the very top, then when I move it to where the other blendshape inputs are it goes all mangled - although as far as I can tell it's a different mangled than when I just wiggle the controller.

 

I'm thinking I'll probably have to get rid of everything pose space related and start them from scratch and see if that helps



#89
Jenks

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Been bored over the past couple of days (and one or two before FMX as well) so I decided to start making an autorig script - No longer will I have to spend ages doing the same process for each new rig I start!

 

 

It's still in the pretty early stages, but I think most of the heavy lifting is out the way - I'm not looking forward to optimising and dummy-proofing the code though... I'm also still using Jose Antonio Martin Martin's joint orientation code at the moment, but I hope to write my own (..or at least ask proper permission) before I finish it off.

 

I've only really tested bipedal stuff, but in theory it should be able to support 4, 6, or even 100 legged creatures as it's all pretty modular - I'm all about equal rights for rigs :D


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#90
Danriduk

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awesome !

hard to comment without looking at the code, but it looks like its all working nicely.

 

As a tid-bit and me being picky instead of using locators to position the joints maybe use joints themselves ? As they take priority over selection and you can also x-ray them inside the geo. Perhaps using a custom shape for them to visualize the up-vector better also.

 

Also it doesn't seem fully modular as the final rig is single chain ? - I'd suggest separating it out further and use constraints to connect the different modules together (eg, clavicle end drives the start of the arm IK chain via parent constraint).

Since at the moment it seems specific to what each section is parented too, so giving a character more arms would mean jumping into the code and changing the joint the clavicle/arm parents too ? - don't want to waffle on too much .. 

 

some cool addition if you want to take it further:

- something in there to save out the locator positions and import back in, can use json for this.


Edited by Danriduk, 10 May 2017 - 08:48 AM.





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