knb321paulcruse-blog
knb321paulcruse-blog
KNB321paulcruse
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knb321paulcruse-blog · 8 years ago
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PRODUCTION BLOG 2 (KNB321_Assessment 2)
The Little Monk: https://vimeo.com/240358961
This blog is a process breakdown of my work on the projects “Augmented Australiana” and “The Little Monk” which were part of my animation degree at QUT. It also outlines some of the work i did for my portfolio.
NOTE: Due to tumblr having issues with hyperlinks to vimeo, to access any links on this page you will have to copy paste the them instead of pressing them.
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knb321paulcruse-blog · 8 years ago
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KANGAROO MODELLING & RIGGING
After receiving the model and looking over it with my lecturer Sorin, it was decided that there needed to be changes made. Due to time, Sorin suggested I remodel it myself, I would have spent some more time refining it but I was pushed for time due to other commitments with “The Little Monk” project.
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knb321paulcruse-blog · 8 years ago
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I started by looking at references of kangaroos. The first part I fixed was the nose, i reduced the size of the button nose, I also made the jaw much more square. I worked on the mouth too, making it less droopy. Next I fixed the eyes which were a bit of a mess, I made it so they would deform properly. The ears were far too thick, so I made them thinner on Sorin’s advice.
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knb321paulcruse-blog · 8 years ago
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Due to the model been low poly, I had to add some extra edge loops around the ankles and elbows so that the model would deform properly.
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knb321paulcruse-blog · 8 years ago
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The feet also didn’t look like kangaroo feet so I used some references and modelled the feet and ankles more accurately.
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knb321paulcruse-blog · 8 years ago
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BEFORE
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knb321paulcruse-blog · 8 years ago
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AFTER
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knb321paulcruse-blog · 8 years ago
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KANGAROO_CALLISTHENICS_TEST: https://vimeo.com/240295752
I used the Advanced Skeleton plugin to speed up the rigging process. I started by importing a quadruped skeleton. I then arranged the joint chain so all the joints were in the appropriate place. This was a bit tricky due to the fact that a kangaroo is technically a triped. The main problem area was the elbows, which compared to a quadruped are opposite on a kangaroo, it was a matter of rotating the joints and zeroing out the rotations. I then bound the skin and added a delta mush deformer to help the skin to deform better.
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knb321paulcruse-blog · 8 years ago
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Next I added the control curves using advance skeleton and sized and arranged them so that they were in the right position.
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knb321paulcruse-blog · 8 years ago
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To avoid  problems with the head deformations, I painted delta mush weights so that the eyes and mouth wouldn’t have stray vertices. I went on to paint the skin weights and made sure all the deformations were working correctly for all the joints.
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knb321paulcruse-blog · 8 years ago
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I then created a series of blendshapes for the upper and lower lids. I also created in-between shapes to stop the lids clipping the eyes.
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knb321paulcruse-blog · 8 years ago
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I then created control curves for the eyelids and eye blinks. I used the set key driver to attach the lid blendshapes to the controls.
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knb321paulcruse-blog · 8 years ago
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The final step in the process was to lock off the controls, hide the joints and use Advanced Skeleton to publish the rig, I also had to UV the mesh.
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knb321paulcruse-blog · 8 years ago
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BUSHES
After talking to the director Elizabeth, we decided that the bamboo and existing bush model wasn’t good enough. I decided to model a series of bushes and some bamboo.  
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knb321paulcruse-blog · 8 years ago
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BAMBOO_STRAIT
We already had the base of the bamboo, so what I did was take that and duplicate and scale down three times connecting each part above the last. Then I scaled down a forth and used it to create a branch with some leaves and made two more variations of it. I kept duplicating and combining to create a whole piece of bamboo and then UV’d it. Then I duplicated, translated and rotated several times to make a whole clump.
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knb321paulcruse-blog · 8 years ago
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BAMBOO_CURVED
For the curved bamboo I added non-linier bend deformers to each of the bamboo pieces and set the high, low cut and curve parameters to get the desired result.
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knb321paulcruse-blog · 8 years ago
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BUSH 2 & 3
For bush 2 and 3 I had to find a way to do it quickly due to time. I had been using MASH within Maya for the leaf simulations, it is very powerful when I comes to instancing. I used the 6 leaves i had previously created and got Jade our texture artist to make some green textures. I had to then use Photoshop to create masks of the leaves and also reduce the texture size so that they wouldn’t impact render times too much. I then made shaders, attached the textures to the colour map and the mask to the opacity map. I had to then select each leaf and turn off the opacity check box for Arnold, so that they would render the transparent edges. 
Next I selected the six leaves and created a MASH network, I then set it to mesh under the distribution node, and after creating a half sphere, I added it to the mesh target box. This allowed the leaves to be distributed over the mesh. I added an ID node to the network so that it would instance all six leaves and added a random node so that there were random rotations. Next I ramped up the number of points under the distribution node so that there were more leaves.
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