Tuesday, 2 March 2010
Bipeds
Under systems I selected Biped and created the skeleton Biped system. I selected the motion tab and with Figure mode turned on I could scale and fit the skeleton into the characters body. I then switched Figure mode off to finalise the skeleton .
The biped is now in place and the next stage is to attach the mesh to the skeleton. I started off by selecting each body part in turn and applying the Physique modifier, then within the modifier I clicked the small figure which allows me to 'pick' which part of the biped to the selected body part. For each body part you apply the Physique modifier to, you always attach it to the BiP01 which is the parent of all the biped bones. this selection always attaches the right bone to the right body part.
Once all the bipeds have been initialized with the body parts the limbs will now move more or less like a real body limb should move. However in some cases when parts of the body move, some stray vertices will be left behind, this is because the physique modifier's envelopes haven't completely covered all the vertices and is fixed by selecting envelopes under the physique modifier's stack and using the scale tool to make the envelopes bigger to cover all the vertices.
Now with the biped system finished I can make the character walk. Under the Biped parameter within the motion tab I clicked on the footsteps mode. Inside the Footstep creation panel I selected Create multiple footsteps and 'walk'. This box allowed me to select everything from how many footsteps to the length of stride and pace of the characters walk.
After several different attempts I was settled on the render below. The character has a slight limp which I think suits his eccentric personality. I also quite liked the effect of the characters robe shifting along the shoulders.
Storyboards
Tuesday, 23 February 2010
Character Update & Profile
Along with the model, the character should also be given a name and a personality to make the character appear more realistic and have a background.
Name: Mickey ‘El Loco Candyhips’ Funshine.
Age: 38.
Height: 6'4.
Parents/Lineage: Jeevan and Francois Funshine.
Occupation: Space Cowboy / Connect 4 Extraordinaire.
Interests/Hobbies: Lewd Behaviour, Thrash Punk, 5-a-side Football and Alcoholism.
Dislikes: Tuna and games of ‘Twister’.
Favourite Food: ‘Italian B.M.T’ Thursday’s ‘Sub-of-the-day’.
Favourite Drink: ‘The Cheeky Vimto’ Which is thought to be a cocktail of harmful and illegal liquid substances.
Place Of Birth: Mickey is thought to of materialised in a wheelie bin outside Francois’s nans house.
Fun Fact: Is believed to have created the popular 80’s ‘Nu-Wave’ movement after a hosting a disco in his parents house.
Short Bio:
Plays ‘Midfield General’ in his 5-a-side football team ‘The Dreaded Rear Admiral FC’. His football skills are thought to be the origin for the term “Crushing Disappointment”.
Became incredibly angry after losing the rights to his hit number 1 singles “Tonight, Im Gonna Rock You Tonight” and “Gimmie Some Money” in a game of ‘Pop-up Pirate’.
Mickey now spends his time searching the universe in his 2 door 'Star Destroyer' saloon finding the inspiration and funding to write his debut Irish folk album. Will stop at nothing to reach this goal.
The Eyes
Making the eyes is quite a simple and straightforward task and can add a lot of depth and personality to the character.
I start off by creating a sphere, naming it ‘Iris’ and changing the colour to white. By cloning this sphere and decreasing the Hemisphere we can create a lens shaped object. I changed the colour to black and named it ‘Pupil’. I then reduced the radius to form a good sized pupil.
The next step is to create the skin which will form the eyelids. Again we start by cloning the first sphere and reducing the hemisphere to create a sphere cut in half. I increased the radius slightly and rotated it into place to form an eyelid. Also I changed the objects colour to skin coloured. I then cloned the first eyelid and placed it on the opposite side under the eye.
The model of the eye is now finished but the next step will allow us to manipulate the vertices of the eye to form expressions. Under the ‘Space Warps’ panel I selected ‘Geometric/Deformable’ objects from the drop down menu. Within this menu I can select ‘FFD(Box)’. I dragged this box out to cover the eye with the number of points set to 2x2x2.
With all the eye objects selected I use the bind to space warp selection to connect the eye to the FFD(Box).
Now under the FFD(Box) modifier list I can select ‘Control Points’ to pick points of the box to move which will move the vertices of the eye object.
Below is a short video example of the FFD(Box) controlling a pair of eyes.
Another important way to control the eyes is to use helper points. Using helper points we can set up the pupils to follow the points which can be useful when you’d like your characters eyes to follow something.
Under the Create panel I selected the helper objects and chose Point. I placed the point helper on the stage in front of the eye, this will be the object that the pupil will follow.
With a pupil selected I went to the motion control and within the assign controller parameter I clicked the Rotation: Euler and then clicked the small ‘?’ box to bring up a list of controllers. I picked the ‘LookAt Constraint’.
Further down the assign controller parameters the ‘LookAt Constraint’ becomes available and will now allow us to select LookAt Target to pick the helper object. The pupil will now follow the helper object when it moves. However be sure that the Select LookAt Axis is set to the right axis, in this case it’s the Z axis.
Below is a short video of a pair of eyes moving with the help of two separate helper objects.
Monday, 22 February 2010
Research On Emotion
The main purpose of the character is to portray some kind of emotion either in body, facial expression or both. Before I can start to animate my character I need to gather some basis of research that I can examine and model my character on. I will be trying to animate my character to perform angry and malicious expressions so I searched for videos that could help with those emotions.
I chose this video because there is a good collection of general negative expressions, lots of frowning and stern faces. Furthermore the main character is a tortured soul who seems permanently furious and although when he seems happy it still looks like a manic grin rather than actual happiness. The full length film it self provides a huge amount of emotional responses, much more so than any other film due to it being a musical and therefore the actors need to portray a much more dramatic persona
I chose these videos because the main character in the film is a deeply insane and an evil maniac that provides really eccentric and powerfully emotional persona.
Below is a couple still images which I thought relevant to the emotional expression research.
























