Sunday, 30 May 2010
Crane Geo TurnTable
Finished turntable of the Crane Geometry, apologies for the quality - must adjust my export settings and speed it up a little. Note to self - current TurnTable set at 800 frames, probably best off nearer 500-600 mark.
I've modeled the tail stretched out, its rest position will squashed together but i'll create a set driven key within the rig that will allow the animator to spread & bunch the tail.
Saturday, 29 May 2010
Identifying Problem Areas
Whilst modeling for animation, it's vital to identify key areas that are going to take most of the stick (by which I mean which areas will require the most deformation) when animated, and ensure that there's enough geometry to support it. Failure to do so will cause headaches when it comes to weight painting the verts.
Wings
Wings are very important! I think i've covered the surface areas of the wings by virtue of the very nature of their creation, so that should suffice. Where the wings and body meet is a different story however. The picture left identifies areas that are worrying me at the moment - there's too much of a gap between verts for this area. Fortunately shouldn't be too much of a biggie to rectify. I could just stick an edgeloop in and wire it into where four edges meet, to bring five edges together. But I don't want to do this. As I discovered with the Toxic Boy geometry, this just creates massive issues when it comes to weight painting it, its best to have four verts coming together are better than five. So what i'll do is move these verts down and add an extra edgeloop above that will go around the wing. More Geometry where it matters, four sided geo gives better more predictable deformation.
Better Wings
I've gone into that area, added the geometry and given the whole thing a lick with the relax brush. It's beggining to look like something thats going to behave when animated. What is paramount when modeling geometry intended for animation is to make sure the interior angles where verst meet are as broad as possible. I shall further elaborate below.Further Elaboration
Imagine this were a perfect square and all its edges were perpendicular to each other, that would make each angle 90° to each other. This will equate to a nice even deformation, by which I mean each angle will reduce or expand proportionately and not crease unless moved through extremity.Trapezoid
Now imagine this is an isolated section in a piece of geometry in a model. In order to follow the contours, the geometry has to be pushed around, angles have to compromised. In this instance two of the angles are 80° and two are 100°. This is ok but not as sturdy as foolhardy as a nice and solid 90° square. Triangle
Ever since I first switched Maya on the computer, I have always been told "make sure your geometry is is at least four sided" and this quickly became my mantra. But I never fully understood why, but abided by it. A triangle consists of 180°, so the biggest interior angle a triangle point can have is 60° (if it were equalateral). In this instance (imagine it being the corner of an eye) it goes down to a meagre 20°. Not much of an issue when the deformation moves 90° and 70° together, but anything else and you will begin to see sharp edges in the geometry - not so good in an animation (unless its one about Picasso's cubist period).Pentagon
Inevitably, you are going to get instances where five vertices converge (usually where limbs meet torso's, or where two pieces of geo meet), this is unavoidable, not ideal but tolerable. As the illustration demonstrates an equalateral pentagon consists of five converging edges, separated by 72°. This amount is probably the smallest angle you'd wish to stretch to avoid those nasty tell-tale lines appearing in your geometry when your character bends over (imagine watching "Finding Nemo" and seeing loads of sharp edges appearing when the fishes start swimming. i don't think so!).Hexagons's
In a tutorail I saw for Nurbs modeling It said pentagons were ok (by which I mean five converging verts) but not hexagon's. So what's so bad about hexagons? Well if you break it down in terms of angles, an equalateral hexagon will have interior angles of 60°. Going back to the equalateral triangle, it too has interior angles of 60°. So from a Mayan modelers perspective, a hexagon is just as bad as a triangle. Infact it's just six triangles placed side by side - six times worse.
The Golden Rule of Modeling
I think the general rule of thum is keep interior angles between 90° and 72°. Obviously this will be pretty difficult to do by eye (possible scripting opportunity perhaps??), but the experienced modeler would surely be able to develop an eye for it? When it comes to the crunch and you have 5 verts converging, keep the angles as near to 72° as possible, and keep the joining verts close as possible so it's not spanning too greater distance - if necessary add an extra edge loop in to keep things local. These are the areas that will get the stick when it comes to moving and animating it around and those nasty non-planar edges will begin to appear, like a crack in the very fabric of your workflow!
If you have to use a triangle or angle thats less than 72°, make sure its in an area where its only going to collapse down on itself, and won't be visible when deformed, imagine the geometry performing the animation's its required to do. Still uncertain? Skin it, move it, and try weght paint out the nasty edges and angles; you'll soon discover its impossible!
Nobody has ever explained why it is imporatant to keep things four sided. It's a very simple principle, if you stick to it, you can't go far wrong!
Friday, 28 May 2010
Personal Statement
From ever since I can remember I have always had an intrinsic love for animation and moving image and used to rush home from school to watch the Cartoons from Warner Brothers, Hannah Barbera, Cosgrove Hall (Count Duckula and Danger Mouse in particular) and whatever Children’s Television had to offer. As I grew older and less susceptible to animations charms I began to focus more heavily on traditional artistic practices but always felt an inkling towards character based design. This interest was reinvigorated by the emergence of CG animation pioneered by industry leaders such as Pixar. I vividly recall sitting in the cinema watching the trailers preceding the film “Edward Scissor Hands” and being blown away by a short animation created in this exciting new medium. This was shortly before “Toy Story” was released – the rest is history.
When I started this course I was undecided which professional route I was to take. Having completed a number of briefs which focused on different aspects of digital media, it soon became apparent to me the natural attraction was pulling me in the direction of the diverse world of 3d animation (this pivotal moment was also swayed by the release of Pixar’s Ratatouille). From then on I deliberated over which aspect of the discipline suited me best and after researching the industry, since concluded that Character Rigging and Technical Direction is the direction I wish to take. It seemed that the most popular routes to take in 3d were either animating or modeling and students tended to shy away from the steep learning curve involved with rigging.
Character rigging involves critical analysis and observation in order to equip a 3d character with the right faculties that are essential for the animator to achieve the best possible performance. It is this technical challenge which I relish the moment. It involves gathering real life information and examples of movement from living creatures and transferring this articulation onto a 3d character. An animator can only extract the performance from the character that the rig allows.
Predominantly the industry caters for two key areas – gaming development and film and television, it is the latter I am interested in working in. I have recently been weighing up my options and currently favoring a move down to London to pursue a career. Once I have gained enough experience, and should the opportunity arise I would ultimately like to ply my trade from across the pond.
When I started this course I was undecided which professional route I was to take. Having completed a number of briefs which focused on different aspects of digital media, it soon became apparent to me the natural attraction was pulling me in the direction of the diverse world of 3d animation (this pivotal moment was also swayed by the release of Pixar’s Ratatouille). From then on I deliberated over which aspect of the discipline suited me best and after researching the industry, since concluded that Character Rigging and Technical Direction is the direction I wish to take. It seemed that the most popular routes to take in 3d were either animating or modeling and students tended to shy away from the steep learning curve involved with rigging.
Character rigging involves critical analysis and observation in order to equip a 3d character with the right faculties that are essential for the animator to achieve the best possible performance. It is this technical challenge which I relish the moment. It involves gathering real life information and examples of movement from living creatures and transferring this articulation onto a 3d character. An animator can only extract the performance from the character that the rig allows.
Predominantly the industry caters for two key areas – gaming development and film and television, it is the latter I am interested in working in. I have recently been weighing up my options and currently favoring a move down to London to pursue a career. Once I have gained enough experience, and should the opportunity arise I would ultimately like to ply my trade from across the pond.
Thursday, 27 May 2010
Showreel Content
Here's a few experimental pieces that appear on my YouTube account. I intend once graduated to be constantly bolstering my portfolio and try to get it up to this sort of standard.
Edordo Pili
Victor Vinyals
Another example of successful rigging reel, good us of space changing - ie swapping the axis an object follows, in this case allowing the hand to be planted on the back of the head and follow it. Apparently a really nice feature, animators like.
Toxic Boy Rig
This is therig I have developed for Dave. Features a bit of squash and stretch and dynamic chains for the ears.
For now, here's a few snippets...
Ribbon Spine
Arm Orient
victor_vinyals_demo from Animator.K on Vimeo.
Edordo Pili
Victor Vinyals
Another example of successful rigging reel, good us of space changing - ie swapping the axis an object follows, in this case allowing the hand to be planted on the back of the head and follow it. Apparently a really nice feature, animators like.
Toxic Boy Rig
This is therig I have developed for Dave. Features a bit of squash and stretch and dynamic chains for the ears.
For now, here's a few snippets...
Ribbon Spine
Arm Orient
victor_vinyals_demo from Animator.K on Vimeo.
Business Card Design
Layouts for business cards and logo/branding. Colour scheme is a bit basic at the moment and it is something I will develope.
logo design - j3d motif
Inverse
Web Address
Business Card Front
Profile
Here is a list of useful online resources aimed at bolstering my web presence.
Linked In
Linked In profile is up and runening and I have begun collecting contacts for my database.
YouTube
Behance
Another useful Networking Site, free to join and focusses on the creative network
5OUP
Twitter
I'm relatively new to twitter, but understand its potential in being able to get your opinion out and noticed. I have set up an account and linked it into creative threads.Facebook
Potential Employers
Framestore
Leading VFX and animation company based in London but also have offices in New York. Anybody prospectively looking for a career in VFX and animation should give Framestore a look. They offer summer internships to students, a fantastic opportunity to build on industry experience and ann to the CV. They Claim to be the biggest VFX company this side of the pond, clearly working for a company like this would provide excellent development opportunities.
Framestore Showreel
I don't think this is their definitive showreel, but demonstrates a subtle use of the technology and software - it has a really natural organic feel to it despite being realised on a computer, and illustrates the importance of concept and idea, rather that spectacle.
The Mill
World renowned, oscar winning, multinational (branches in New York and LA). They provide entry level opportunities for runners, so could be a potential foot in the back door. They provide a range of services from CG, which I am focussing on, to film, digital to film - compositing, TV and Film. With such a huge ranging portfolio, they would be ideal for development. Showreel
Breakdown of a commercial produced by the Mill, advertising apples. Shows their innovative workflow, ticks all the boxes for me.
Smoke and Mirrors

Visual effects and postproduction company, work in advertising, film and music industries. They have offices in London, New York and shanghai, fantastic reputation and have won many awards and commendations.
Hot Animations
Manchester based animation company. Produced childrens animations such as Pingu, Bob the Builder, Brambly Hedge, Rubbadubbers. Seem to do a lot of stopframe animation but also use CG to produce 3d white card or full maquettes and visuals.Cosgrove Hall Animations
Dangermouse, Count Dukula, Wind in the Willows, the BFG, Postman Pat - these are all household names and cartoons I enjoyed as I was growing up. All these titles are associated with more traditional methods of animation, but their website indicates they have moved into 3d. VTR North
Mezzo Films
Leeds based production company, would be very convenient in terms of travel. Provide 2d and 3d visual effects and animation.
Games Companies
Although my main aim is to forge a career in TV and Film I have also been looking at possibilities within the games industry - They need TD's too and could provide a vital foot in the door. The companies I have listed below are in and around the Leeds area.
Rockstar Leeds
Leeds based games company responsible for some of the Grand Theft Auto titles. Currently recruiting for 2D/3D artists, with some MEL and C++ programming skills. Require some industry experience - might be worth a call in, see if they need anyone to make their tea? Giant Robot
Leeds based media company, they work with advertising agencies and creative companies. Have produced campaignes in the past for GHD Spa, Gallowgate, Cognitive Media and Atkins Global. Their websites under construction, but have taken advantage of their feature which informs you via email once its back up and running.Stargate Studios
Revolution
Tuna Tech
Sheffield based "thinking mans" game company. Love their logo! Just won a contract with CH4 to produce their new project "Cover Girl" - an educational strategy game that explores the world of magazine and photo manipulation.
Jobs and adverts regarding the creative industry. Invitations to tender, volunteering opportunities and a useful guide to pricing your time.
News about up and coming exhibitions, call for submissions and opportunities. You can subscribe to the newsletter on the site.
Sheffield based "thinking mans" game company. Love their logo! Just won a contract with CH4 to produce their new project "Cover Girl" - an educational strategy game that explores the world of magazine and photo manipulation. Team 17
I remember the guy vividly from Team 17 at the Bradford Animation Festival. Famous titles include Worms and Alien Breed. Based in Wakefield.
Sumo Digital
Job Websites and online newsletters
Arts Job Finder
Jobs and adverts regarding the creative industry. Invitations to tender, volunteering opportunities and a useful guide to pricing your time. Arts Professional
Arts jobs
News about up and coming exhibitions, call for submissions and opportunities. You can subscribe to the newsletter on the site.Yorkshire Graduates
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