Finished Rendering. I have been composting and editing the last weeks as well as some App Design. I’ve also done maybe a million AE tutorials they are quite addictive – trying to not get distracted. The end is in sight! 4 weeks to go!
Recently I have been texturing my model doing render tests and compositing my 3D elements of my film. The progression of my model shows it now a a blue luminescent shader done with inversion and sss and green thermal mapping type texture over the legs. The blue body shape helps the patient/ participant understand the movement in relation to there body. The green areas highlight stress levels ( in theory) of where the rotation varies from the norm. I have started adding this together with the dance sequence motion data and done a few practise edits and composites and am now adding it to some live action footage.
After weight painting my model maybe 5 time I am now an expert weight painter! But I think it’s looking quite good now!
I think I have my pipeline organised there are just a few tweaks to be made. I need to take the correct uv model into MB. Correct the weight painting and do a few small tweaks to the model.
Here is a quick wee play blast of the animation out of maya.
A few renders with the type of final texture on it
I have been working on the process of maya to motion builder back to maya. This involves first importing a character from maya to motion builder to be characterised and rigged. The motion capture data is then imported into motion builder as a c3d file this is then added to a marker set and linked up to an actor. Once in position the actor is then model is then aligned to the actor.
The movement is then baked to the models skeleton and turns off the active box in the input window.
you should see a slight movement ad the skeletons line up. then change the input settings in the character window.
Once your model is all ready and moving the model and movement should then be ‘send to maya’
So I have decided no to go with the hand drawn illustration muslce textures (shown in the post below) So I have been trying shaders and textures to try and find something I like and that looks good! I want something nice and clean! So these are a few final examples. Currently the blue one is in the lead. I think over the next few days ill do an animated texture test and do some motion builder work. WINNING^^
So after what feels like a million Motion builder I am maybe getting somewhere. I have created a skeleton for my model In maya. Using the correct naming conventions for motion builder, skinned and weight painted her.
After checking the hierarchy I grouped the the model and the skeleton together in the hyper graph to create a reference node that MB can read.
I then exported the file as an FBX and opened it in MB ( I am writing this like it all happened in one go – it did not) I then characterised my model in motion builder – which worked on maybe the tenth attempt. and the check the naming all matched and was correct before adding the control rig! I now have a rig! Happy Days!