Archive for August, 2011

Massive Sunday Pipeline VRay Shader Library

I took the VRay shader library from what Oliver Markowski, creator of Full Blown Images, compiled and married it with the shader warehouse resources provided by Sunday Pipeline, took out this and that, renamed, dusted off, and reorganized everything.  All assets were renamed according to strict naming convention to minimize confusion and to facilitate faster searching.  All this on my free time, which I’ve had quite a lot the past few days.  Well, go ahead and grab it because it’s quite a library to have in your arsenal.  It’s all free to use.

Sunday Pipeline is the way to go.  If you haven’t installed it yet, head over there, read up on it, and give it a try.  They are updating it with new scripts often.  It’s a simplified asset manager that houses everything from shaders to geometry to a script repo, and best of all, programmed in Python.

I’ll be updating this .rar from time to time now with VRay shaders from the internet and what I create or use on my own.

Sunday Pipeline Warehouse hosted by CGHijinks

All links in this post

Warehouse Browser

Browser for the Asset Library

Warehouse Create UI

Add and Remove Assets

Strawberry Jam

Create/Customize/Get Crazy!

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Jeff’s Rio Comparison Reel & Tim’s Letter to Andy Serkis

A fellow classmate from a while back, Jeff Gabor, has been putting up these really interesting reels that exhibit the capturing of a performance of an animator and translating that to a character.  We in the animation biz like to call that animation.  Tried and true, it’s the best solution there is to getting characters full of life!

use password: “education”

On a serious note, take a look at this post (link below)  challenging Andy Serkis’ statements that actors deserve Academy recognition at the same time completely disregarding the role of the animation team it takes to make a character lifelike and engaging.  While I think this shouldn’t be put squarely on Andy’s shoulders, He being the mocap spokesperson and Weta both definitely should have something to say about their actions most recently displayed in a making of video that completely neglects to have any footage about animators working hard to translate and polish the performance onto the digital character.

They must have some highly pissed animators working for them. It’s also stirring up emotions of other animators who are or who have been in the same position.   I know how it feels as an animator being left out of credits and getting no recognition working at Image Metrics, again a production run completely as if the software was doing all the work.

Be sure to take a look at the video half-way through Tim’s post.

 

SoCal Surf Spots Vol 1: Staircases

 

Hephaestus Animated Short Film Work

hephaestus header

From Director/Animator Alex Curtis comes his debut animated short that I luckily got to work on as a freelance pro bono character rigger/td.  Here’s a work in progress reel and Kaylee the character I rigged and supervised rigging the hair and goggles with the help of my friend Suchan.  Keep in mind this demo is months old at this point and a newer one is out that is password protected so I cannot share until later.

Kaylee showin' off her moves

Stay tuned!  The final is looking good!  Should be any day now…

 

Indie Facial Performance Capture R&D

Suchan, a buddy from Nepal, just broke the independent game dev facial performance capture animation barrier.  He deserves kudos for getting it to this stage.  This would be such a valuable asset to any gaming company if he brings it to the next level or even at this stage I suspect.  Suchan is on a solo climb of Mount Mocap and while he is a base camp right now, I expect he could make the difficult summit by himself!  ;)   Nice job!

I wonder how much harder it would be to actually be able to do facial mocap from your smart phone directly to a character in Maya or Unity app without any markers, to me that’s Everest.  It is, however, a tangible goal these days for developers and all the freely available mocap tech that’s on the market these days.

 

Character Development and Rigging for Facial Animation Part 1

This demo illustrates the steps taken to develop a character from concept sketches to finished facial rig in a simplified format. This is an actual rig I developed with the use of proprietary rigging tools in Maya utilized daily at work so I’m not going to demo those tools. However, future installments will incorporate the use of tools that I have written and that you can use to aide the building of complex facial rigs such as this, and include overviews of more advanced rigging techniques. I would also like to break the process down into chunks to really go into more detail about things you should be thinking about if you are trying to rig a face. This is an ongoing process so stay tuned, I have lot’s of useful tips to share.

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Maya Bevel Plus and Curve Fillet Tutorial

Find Out How to Turn Custom Text to Realistic Metallic Objects


   

This is for those of you interested in working with custom curves exported from Illustrator or created in Maya to make a custom logo or raised text for a reel or for work. I’m actually doing this type of thing for some extra cash and maybe I will throw a little into my demo reel at some point just to have some more professional looking animated text. Have fun, and I hope you find it useful! You can even download the curves to get started. Read on!

   

This:

   

custom curves

   

To this:

   

   

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So You F@%$’ed Up and Deleted Script Editor History

maya2011_thumbWhat do you do when you screw up and delete all your history and input code in Maya script editor usually do to a right-click muscle memory FAIL?  First of all, DON’T close Maya!  Navigate to your prefs directory, depending on the system you’re using that is in different locations, and then open up the handy little mel file called “commandExecuter”, and that file name may have a hyphen and some numbers behind it depending on how many tabs you have going.  Open the corresponding file based on the tab you mistakenly erased in notepad or favorite text editor and then copy the contents back into your script editor.

This won’t get you everything back however, sad, I know, but if you can get back to where you were before the melt-down without too much hassle this way then that’s better than nothing.  That’s why I like using external IDE’s for longer coding sessions and the script editor for little things that make my life easier in the particular scene I’m working on.

 
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Welcome to my blog that encompasses artistic interests in the Computer Graphics, Music, Film industries, and a few of my personal interests as well. I'm pretty new on the scene, but I hope to contribute a lot more as I have time and color my little dark corner of the interwebs with all kinds of things that make me, and maybe you, excited and inspired. Sometimes bombastic and at times dark and moody but always mischievous, I give you CG Hijinks, please, enjoy your stay!