Comp, Edit,App

Screen Shot 2014-07-09 at 22.18.08Finished 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!

 

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Logo

Looking into different Idea for my app style and logo. I still haven’t cracked it yet, but at the moment, I am explore shapes that relate to the motion capture process and combining them with the colours of my visualisations. I am also exploring the themes of motion, transiting and movement.Screen Shot 2014-06-23 at 11.20.26 Screen Shot 2014-06-23 at 11.33.44 Screen Shot 2014-06-23 at 11.41.20 Screen Shot 2014-06-23 at 11.42.57 Screen Shot 2014-06-23 at 11.43.09

Combining

I have now started composting my render layers together recreating the live action shots in 3D and working out how to combine the two. Also working out the brightness and contrast etc to try and work out what looks best and is easiest to understand. Screen Shot 2014-06-22 at 15.16.51

Rendering

For my rendering I have three layers for each camera. an animated texture layer a blue shader layer and an AO layer. There  are 9 cameras that mirror(track) the live action camera moves. Each layer is number and in separate image folders

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Progression

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.

 

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Weight Painting

After weight painting my model maybe 5 time I am now an expert weight painter! But I think it’s looking quite good now!

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In Maya

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

 

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The Journey – Out of Maya into motion builder and back again

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. Screen Shot 2014-06-04 at 12.49.50 Screen Shot 2014-06-04 at 12.49.05

 

The movement is then baked to the models skeleton and turns off the active box in the input window.

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You then ‘motion file export’ the file to the orginal file containing the rigged and characterised model.Screen Shot 2014-06-04 at 12.56.27

you should see a slight movement ad the skeletons line up. then change the input settings in the character window.

Screen Shot 2014-06-04 at 12.56.32You can then save ou and edit certain areas working with just the skeleton for example

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Once your model is all ready and moving the model and movement should then be ‘send to maya’

Shading

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. gfgc ggWINNING^^ggg hh i j l m n o p q

UV mapping and texturing

This week I have been Uv mapping and texturing this is the process so far.

Image

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Motion builder tutorials / maya skeleton/ naming conventions/ export-import/ characterisation/control rig

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.

 

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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.

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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!

 

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