Hey guys,
Well, I banged out the script for my little side project yesterday. I was originally shooting for a 10 minutes scene but as I sat down to write it I thought 10 minutes was probably a little excessive.
This little project is meant to give me some experience animating less complicated characters than Xam and Power Dog. I designed the characters easily enough but then got bogged down in rigging them for animation. That was frustrating but it taught me techniques I hadn't considered for Xam and Power Dog and now I think I will be able to model them better!
Still, I originally thought I would only spend a couple of months on this side project and I'm probably at around four or five weeks working on it. I really only consider myself 1/3 of the way through so that is going to push my time frame for this project back quite a ways. I know, big shock.
So, in the interest of moving along, I decided that I needed to shorten my movie short and writing a 5 minute scene seemed to make more sense than writing a 10 minute scene. Less script means less animation which means less time to complete this project. :)
As is, however, and this is seemingly always the case with me, the things I have mapped out in my head turn out a little different on paper. I think it's because, for me, writing it out helps me focus what I'm thinking.
The trouble is, as it was with Xam and Power Dog, once it's on paper you realize all the other little things you need to do. In the case of the side project, I have a few more props I need to build.
The good news is that props are static! I don't have to rig them! Well, in this case I don't have to rig them since they don't have any moving parts. OK. That's not entirely true. One of the props has moving parts. Shoot. It's alright. It shouldn't be complicated. Ugh. Famous last words.
Alright then. I need to build a few new props and rig one just a little bit.
I'll let you know how that goes.
Wednesday, December 5, 2012
Monday, December 3, 2012
One Final Test For The Good Doctor!
Hey guys,
I know, it's been a while since my last post. A post I pretty much thought meant I was at the end of my modeling for the short and marked the point at which I could begin animating the scene.
Well, I was putting some final touches on the Doctor Huffenagle model when I realized there was a problem. Yes, his trench coat moved beautifully in the wind but when you turned him in a twisting motion at the waist his trench coat passed through is protruding legs!
Now, I know I'm trying to build simple models to in order to do a 10 minute scene to improve my animating "skills" but I guess I really screwed that up by designing a character with a TRENCH COAT!!!
Alright, oh well. I decided to just remove his trench coat and move on. There was a small problem with that approach though. Simply put, I didn't like the way he looked without the trench coat.
So, the trench coat had to stay and I needed to figure this out. Turns out, the problem wasn't the coat. I just hadn't baked it right before I animated it. Yes, that wasn't a typo. You have to bake it. I really won't go into it, just trust me and look what happens when you do it...
And, as you can see, the coat moves around his legs.
So, now I really, truly, honestly believe I am finished with the good Doctor.
Oh, also, I changed his trench coat colors. It used to be dull gray with a red liner. Now it's brown with a deep, blue liner. I have to admit, my calling him the good Doctor all this time made me think of the great Doctor, Doctor Who, so I chose to honor the 10th Doctor by giving my doctor his coat. :)
Now, what's next? Funnily enough, I know the scene I want to do and I've built the setting and characters to animate it but I don't have a script.
That's right. I need to write the script for the 10 minute scene. The good news is that it should be relatively easy. I already have it mapped out in my head and it doesn't matter if it makes any sense to the viewer since you, the good people who follow my blog, really won't have any context of the scene since you'll just be jumping right in. All I have to do is type it.
So, I'm off to write it.
I'll let you know when I'm done...
I know, it's been a while since my last post. A post I pretty much thought meant I was at the end of my modeling for the short and marked the point at which I could begin animating the scene.
Well, I was putting some final touches on the Doctor Huffenagle model when I realized there was a problem. Yes, his trench coat moved beautifully in the wind but when you turned him in a twisting motion at the waist his trench coat passed through is protruding legs!
Now, I know I'm trying to build simple models to in order to do a 10 minute scene to improve my animating "skills" but I guess I really screwed that up by designing a character with a TRENCH COAT!!!
Alright, oh well. I decided to just remove his trench coat and move on. There was a small problem with that approach though. Simply put, I didn't like the way he looked without the trench coat.
So, the trench coat had to stay and I needed to figure this out. Turns out, the problem wasn't the coat. I just hadn't baked it right before I animated it. Yes, that wasn't a typo. You have to bake it. I really won't go into it, just trust me and look what happens when you do it...
And, as you can see, the coat moves around his legs.
So, now I really, truly, honestly believe I am finished with the good Doctor.
Oh, also, I changed his trench coat colors. It used to be dull gray with a red liner. Now it's brown with a deep, blue liner. I have to admit, my calling him the good Doctor all this time made me think of the great Doctor, Doctor Who, so I chose to honor the 10th Doctor by giving my doctor his coat. :)
Now, what's next? Funnily enough, I know the scene I want to do and I've built the setting and characters to animate it but I don't have a script.
That's right. I need to write the script for the 10 minute scene. The good news is that it should be relatively easy. I already have it mapped out in my head and it doesn't matter if it makes any sense to the viewer since you, the good people who follow my blog, really won't have any context of the scene since you'll just be jumping right in. All I have to do is type it.
So, I'm off to write it.
I'll let you know when I'm done...
Monday, November 26, 2012
Doctor Mortimer Huffenagle Test!
Hey guys,
My work on my side project continues and, as promised, I continued my character test of Dr. Huffenagle. I know, there's nothing ground breaking in this test, but I wanted to have one more go at lip syncing and animating.
Also, as with the other test videos, the voice you hear in this clip isn't the voice you'll hear in the movie. I just needed a sound file to do the lip sync. If you recognized the sound clip used to test Jimmy then you'll have no trouble recognizing this sound clip as it came from the same movie.
And, since my last test video had a background I felt I had to do the same with this test.
The keying of the good doctor against the background isn't the best, but I don't think I'll be keying in the movie short, so just ignore the faint green outline around the character and don't worry about the fact he's rough around the edges.
And now I need to regroup and figure out what to do next.
I'll certainly let you know.
Later!
My work on my side project continues and, as promised, I continued my character test of Dr. Huffenagle. I know, there's nothing ground breaking in this test, but I wanted to have one more go at lip syncing and animating.
Also, as with the other test videos, the voice you hear in this clip isn't the voice you'll hear in the movie. I just needed a sound file to do the lip sync. If you recognized the sound clip used to test Jimmy then you'll have no trouble recognizing this sound clip as it came from the same movie.
And, since my last test video had a background I felt I had to do the same with this test.
The keying of the good doctor against the background isn't the best, but I don't think I'll be keying in the movie short, so just ignore the faint green outline around the character and don't worry about the fact he's rough around the edges.
And now I need to regroup and figure out what to do next.
I'll certainly let you know.
Later!
Thursday, November 22, 2012
Character Test 3!
Hey guys,
I've spent the last couple of days working on the third and final character for the side project I'm working on. His name is Dr. Huffenagle and he is the villian of the movie.
The reason it has taken a couple of days is because the first day I spent cleaning up the model, fixing they eyebrows (like I had to do with Jimmy and Nathan) as well as figuring out a way to make his trench coat work.
Besides the fact trench coats are cool, I wanted him to wear a coat because Thomas/T-Boom wears shorts that are constructed the same way as Dr. Huffenagles jacket and I was having trouble getting the shorts to move with the characters legs.
Well, it turns out the fix for the jacket (and by default T-Boom's shorts) was staring me right in the face. I won't go into boring details but trust me, it was a simple fix.
Back to Dr. Huffenagle. Once I got his trench coat figured out the problem became how to make it blow in the wind (very important for Power Dog's cape) as well as how flexible do I make it?
The flexibility comes from the material modifier I use. The first one I decided to try was cotton. I know, an odd choice for a trench coat, but I wanted something that would really blow in the wind.
So, here is a test video with a cotton modifier...
As you can see, this clearly looks like a cotton trench coat and although it blows very easily in the wind it looks really light weight and more like a robe than a jacket.
So, I decided to try a leather modifier. The problem with that was that the jacket hardly moved in the wind. It turns out I really had to try several different setting with the leather modifier until I finally found one I like.
Here's a test for the final settings I chose...
I know, that is very subtle movement. The truth is, I really had to lighten the leather's mass and stiffness as well as seriously kick up the wind to get it to blow that much. The truth is, leather jackets really don't have that much give and by default don't really blow around in the wind. I found that anything more than what is seen in the test video just didn't look like leather. So, these are the setting I plan on using in the scene.
Now that I got that out of the way, I will probably do one final character test with the doctor. I won't be breaking any new ground, but it will give me one more opportunity to practice my lip sync technique before I move on to my next problem.
I'll share that next problem with you after this last character test. Today is Thanksgiving (Happy Thanksgiving by the way), so I have no idea when that final test will be completed.
Check back in a week...
I've spent the last couple of days working on the third and final character for the side project I'm working on. His name is Dr. Huffenagle and he is the villian of the movie.
The reason it has taken a couple of days is because the first day I spent cleaning up the model, fixing they eyebrows (like I had to do with Jimmy and Nathan) as well as figuring out a way to make his trench coat work.
Besides the fact trench coats are cool, I wanted him to wear a coat because Thomas/T-Boom wears shorts that are constructed the same way as Dr. Huffenagles jacket and I was having trouble getting the shorts to move with the characters legs.
Well, it turns out the fix for the jacket (and by default T-Boom's shorts) was staring me right in the face. I won't go into boring details but trust me, it was a simple fix.
Back to Dr. Huffenagle. Once I got his trench coat figured out the problem became how to make it blow in the wind (very important for Power Dog's cape) as well as how flexible do I make it?
The flexibility comes from the material modifier I use. The first one I decided to try was cotton. I know, an odd choice for a trench coat, but I wanted something that would really blow in the wind.
So, here is a test video with a cotton modifier...
As you can see, this clearly looks like a cotton trench coat and although it blows very easily in the wind it looks really light weight and more like a robe than a jacket.
So, I decided to try a leather modifier. The problem with that was that the jacket hardly moved in the wind. It turns out I really had to try several different setting with the leather modifier until I finally found one I like.
Here's a test for the final settings I chose...
I know, that is very subtle movement. The truth is, I really had to lighten the leather's mass and stiffness as well as seriously kick up the wind to get it to blow that much. The truth is, leather jackets really don't have that much give and by default don't really blow around in the wind. I found that anything more than what is seen in the test video just didn't look like leather. So, these are the setting I plan on using in the scene.
Now that I got that out of the way, I will probably do one final character test with the doctor. I won't be breaking any new ground, but it will give me one more opportunity to practice my lip sync technique before I move on to my next problem.
I'll share that next problem with you after this last character test. Today is Thanksgiving (Happy Thanksgiving by the way), so I have no idea when that final test will be completed.
Check back in a week...
Tuesday, November 20, 2012
Another Character Test!
Hey guys,
So, when I last left you, I had done a little test video for a character named Jimmy, who is going to be in a little side project video meant to give me some practice animating less complicated characters than Xam and Power Dog in an attempt to help me learn animation.
I'm still at it, and I've been working on a test for a character for this side project. His name is Nathan and he is a ghost. The test is another 10 second video that allows me to practice giving Nathan movement and lip syncing his dialogue.
I know, didn't I already practice that with the last test? Yes, but Nathan, being a ghost, gave me an opportunity to test how I was going to make him look ghostly (or transparent) and therefore makes this a good test.
So, here is the Nathan test video. Like the Jimmy test, this test is not Nathan's voice. I needed a sound clip to set up the lip syncing and, once again, this comes from a pretty famous source. Funnily enough, I've used this source (kinda) once before. A while back I was testing my animation and I created a TARDIS (see Doctor Who for more information on a TARDIS) and now I'm using the Doctor himself. We'll, the 10th Doctor, and this is a line from my absolute favorite episode, Blink.
Check it out...
So, pretty fun I think, and next I will do a character test for the third and final character, and old, crotchety fellow named Dr. Huffenagle. He wears a trench coat and that is why I want to test him.
Stay tuned...
So, when I last left you, I had done a little test video for a character named Jimmy, who is going to be in a little side project video meant to give me some practice animating less complicated characters than Xam and Power Dog in an attempt to help me learn animation.
I'm still at it, and I've been working on a test for a character for this side project. His name is Nathan and he is a ghost. The test is another 10 second video that allows me to practice giving Nathan movement and lip syncing his dialogue.
I know, didn't I already practice that with the last test? Yes, but Nathan, being a ghost, gave me an opportunity to test how I was going to make him look ghostly (or transparent) and therefore makes this a good test.
So, here is the Nathan test video. Like the Jimmy test, this test is not Nathan's voice. I needed a sound clip to set up the lip syncing and, once again, this comes from a pretty famous source. Funnily enough, I've used this source (kinda) once before. A while back I was testing my animation and I created a TARDIS (see Doctor Who for more information on a TARDIS) and now I'm using the Doctor himself. We'll, the 10th Doctor, and this is a line from my absolute favorite episode, Blink.
Check it out...
So, pretty fun I think, and next I will do a character test for the third and final character, and old, crotchety fellow named Dr. Huffenagle. He wears a trench coat and that is why I want to test him.
Stay tuned...
Wednesday, November 14, 2012
Updated, Updated Jimmy Test...
Hey guys,
Long time no talk!
Sorry it's been a while since my last update. Of course, if you've been following the blog for a while then you know that October is an extremely busy time for my family. And, just in case you don't know about my other blog, feel free to head on over to Hollinger Hollow and check out what takes up most of my time during Halloween!
But, as you no doubt are aware, we're halfway through November now and that means it's time to start focusing on my main passion, Xam and Power Dog.
So, when I last left off, I had told you about my plan to work on a small scene with different characters in an attempt to get better at animating. The reason for the different characters is I wanted to try my hand at animating less complicated characters than the ones I designed for Xam and Power Dog.
Well, I was able to do a test video with a character named Jimmy to include some movement of the character but mainly to focus on lip syncing.
The first video (which is in a post below) looked pretty good to me, until I posted the video and on playback realized his eyebrows moved across his forehead when he turned his head. The reason this was happening was because I made his eyebrows out of a separate mesh that I just "placed" on his forehead without rigging them or attaching them.
To fix this, I simply deleted the separate mesh eyebrows and colored parts of the mesh over Jimmy's eyes brown, made another video, posted that one as an update and called it a day.
Wouldn't you know, although it stopped the eyebrows from floating across Jimmy's head the truth is I hated the look. It was flat and sharp at the edges and just didn't look very good. I tried telling myself that the point to this was to make the characters simple and it simply couldn't get any more simple than that.
Still, I hated the look, and in my "spare" time this last month I would check back on the video to see if maybe it started looking better to me and at the end of the day, no, it didn't look any better.
Sometimes I am amazed at what a small break can do to restore your creativity. I say this because when I opened the file today to work on Jimmy I decided I couldn't stand the flat, square eyebrows and immediately set about to fix it. Well, that took me all but 5 minutes. Seriously! The fix was staring at me in the face and the only thing I can figure is that I was so burned out I didn't see it.
So, without further ado, here is the update to the updated video I last posted. For those that don't remember, or who don't care to scroll down a little and refresh their memory, this is Jimmy borrowing a line from a very famous movie in order for me to test my ability to make him talk. Enjoy...
And there you. I swear, this will be the last update to this particular test video. I am finally, honestly, 100% completely happy with this test.
So now what? Well, I really am not sure.
As soon as I figure that out, I will let you know!
Later!
Long time no talk!
Sorry it's been a while since my last update. Of course, if you've been following the blog for a while then you know that October is an extremely busy time for my family. And, just in case you don't know about my other blog, feel free to head on over to Hollinger Hollow and check out what takes up most of my time during Halloween!
But, as you no doubt are aware, we're halfway through November now and that means it's time to start focusing on my main passion, Xam and Power Dog.
So, when I last left off, I had told you about my plan to work on a small scene with different characters in an attempt to get better at animating. The reason for the different characters is I wanted to try my hand at animating less complicated characters than the ones I designed for Xam and Power Dog.
Well, I was able to do a test video with a character named Jimmy to include some movement of the character but mainly to focus on lip syncing.
The first video (which is in a post below) looked pretty good to me, until I posted the video and on playback realized his eyebrows moved across his forehead when he turned his head. The reason this was happening was because I made his eyebrows out of a separate mesh that I just "placed" on his forehead without rigging them or attaching them.
To fix this, I simply deleted the separate mesh eyebrows and colored parts of the mesh over Jimmy's eyes brown, made another video, posted that one as an update and called it a day.
Wouldn't you know, although it stopped the eyebrows from floating across Jimmy's head the truth is I hated the look. It was flat and sharp at the edges and just didn't look very good. I tried telling myself that the point to this was to make the characters simple and it simply couldn't get any more simple than that.
Still, I hated the look, and in my "spare" time this last month I would check back on the video to see if maybe it started looking better to me and at the end of the day, no, it didn't look any better.
Sometimes I am amazed at what a small break can do to restore your creativity. I say this because when I opened the file today to work on Jimmy I decided I couldn't stand the flat, square eyebrows and immediately set about to fix it. Well, that took me all but 5 minutes. Seriously! The fix was staring at me in the face and the only thing I can figure is that I was so burned out I didn't see it.
So, without further ado, here is the update to the updated video I last posted. For those that don't remember, or who don't care to scroll down a little and refresh their memory, this is Jimmy borrowing a line from a very famous movie in order for me to test my ability to make him talk. Enjoy...
And there you. I swear, this will be the last update to this particular test video. I am finally, honestly, 100% completely happy with this test.
So now what? Well, I really am not sure.
As soon as I figure that out, I will let you know!
Later!
Thursday, October 25, 2012
A Quick Update on Yesterday!
Hey guys,
So, I was looking at the video from yesterday when I realized that Jimmy's left eyebrow seems to shrink when his head moves at the end of the clip. This got past me when I was editing but it jumped out at me when I watched it on the blog. You can look at the clip below to see what I mean.
Obviously, this won't work so I went back into the model and tried several fixes, none of which seemed to work. The problem I was having was that his eyebrows were a separate mesh from his face. I did it this way because it was quick and easier to get the shape I wanted without changing the shape of Jimmy's head too much.
As it turns out, by doing it this way I seemed to have made this model more complicated then what I was originally looking for. Again, my plan is to practice animating a simple model, so I went back to the model and did what I should have done in the first place. I removed his floating eyebrows and added ones that are part of his mesh.
The upside is it works beautifully. The downside is that I don't think it looks as good. Still, it looks alright and that really is the point of this side project so I need to let this go and do what works.
So, here is the clip with the less detailed eyebrows that don't float away or unwantingly changing shapes...
I think that looks alright. Can I make this any better? I believe I can, but that isn't the point. This is just a side project to get used to animation so I'm not going to hold it to my usual standards.
Besides, I still have a lot to fix on Jimmy's armature. My next test video, I want him walking and talking.
I'll keep you posted.
So, I was looking at the video from yesterday when I realized that Jimmy's left eyebrow seems to shrink when his head moves at the end of the clip. This got past me when I was editing but it jumped out at me when I watched it on the blog. You can look at the clip below to see what I mean.
Obviously, this won't work so I went back into the model and tried several fixes, none of which seemed to work. The problem I was having was that his eyebrows were a separate mesh from his face. I did it this way because it was quick and easier to get the shape I wanted without changing the shape of Jimmy's head too much.
As it turns out, by doing it this way I seemed to have made this model more complicated then what I was originally looking for. Again, my plan is to practice animating a simple model, so I went back to the model and did what I should have done in the first place. I removed his floating eyebrows and added ones that are part of his mesh.
The upside is it works beautifully. The downside is that I don't think it looks as good. Still, it looks alright and that really is the point of this side project so I need to let this go and do what works.
So, here is the clip with the less detailed eyebrows that don't float away or unwantingly changing shapes...
I think that looks alright. Can I make this any better? I believe I can, but that isn't the point. This is just a side project to get used to animation so I'm not going to hold it to my usual standards.
Besides, I still have a lot to fix on Jimmy's armature. My next test video, I want him walking and talking.
I'll keep you posted.
Wednesday, October 24, 2012
A Xam and Power Dog Test Video! Well, Kinda...
Hey guys,
I know, I know. It's October, and I'm usually working on the Hollinger Hollow display, but while I wasn't doing that I was thinking about the trouble I've been having animating the movie.
One of the problems I've been having with this movie is that my vision for it was bigger than my ability to make it. Now, that doesn't mean I'm giving up. Not at all.
What it does mean though is that I'm going to take a step back from the Xam and Power Dog movie and work on something else for a couple of months.
But not to worry. I will keep updating this blog as this little "side" project will, in theory, help me animate this movie.
So, what is this side project? Well, the idea behind it is that if the reason I'm having so much trouble animating Xam and Power Dog is the fact the models are more complicated than my ability to animate them then I will need to practice animating less complicated models.
I plan on doing a 10 minute scene from a different movie I've had in mind for a long time. I'll go into the specifics as this new project moves along but for now I want to show you what progress I've made.
First off, this model actually looks like it could come from the world of Xam and Power Dog (I did build it after all) but there are differences. The most noticeable difference is the hair. The models hair is not separate particles like everyone from Xam and Power Dog. Also, the eyes are less realistic and, out of fear this may fall under TMI, their clothing is not separate from the character mesh. This clothing thing has already been a big improvement with the animataion because whenever I moved T-Boom's legs they went through his pants. Not a problem on this character, who's name is Jimmy by the way.
So, below you will find a little 8 second clip of Jimmy. Now, it's not perfect, but I actually got him moving an talking and that is a huge step forward!
Take a look...
In case you're wondering, no, that isn't going to be Jimmy's voice. If you watched it then you probably have clue where the sound clip came from.
And there you are. Like I said, I will have more updates on what this is and what this is for down the road. It is, October after all, and I do have other projects I'm working on (Hollinger Hollow), but feel free to stop by in the next couple of weeks. I'm sure I'll have more then.
More updates to follow...
I know, I know. It's October, and I'm usually working on the Hollinger Hollow display, but while I wasn't doing that I was thinking about the trouble I've been having animating the movie.
One of the problems I've been having with this movie is that my vision for it was bigger than my ability to make it. Now, that doesn't mean I'm giving up. Not at all.
What it does mean though is that I'm going to take a step back from the Xam and Power Dog movie and work on something else for a couple of months.
But not to worry. I will keep updating this blog as this little "side" project will, in theory, help me animate this movie.
So, what is this side project? Well, the idea behind it is that if the reason I'm having so much trouble animating Xam and Power Dog is the fact the models are more complicated than my ability to animate them then I will need to practice animating less complicated models.
I plan on doing a 10 minute scene from a different movie I've had in mind for a long time. I'll go into the specifics as this new project moves along but for now I want to show you what progress I've made.
First off, this model actually looks like it could come from the world of Xam and Power Dog (I did build it after all) but there are differences. The most noticeable difference is the hair. The models hair is not separate particles like everyone from Xam and Power Dog. Also, the eyes are less realistic and, out of fear this may fall under TMI, their clothing is not separate from the character mesh. This clothing thing has already been a big improvement with the animataion because whenever I moved T-Boom's legs they went through his pants. Not a problem on this character, who's name is Jimmy by the way.
So, below you will find a little 8 second clip of Jimmy. Now, it's not perfect, but I actually got him moving an talking and that is a huge step forward!
Take a look...
In case you're wondering, no, that isn't going to be Jimmy's voice. If you watched it then you probably have clue where the sound clip came from.
And there you are. Like I said, I will have more updates on what this is and what this is for down the road. It is, October after all, and I do have other projects I'm working on (Hollinger Hollow), but feel free to stop by in the next couple of weeks. I'm sure I'll have more then.
More updates to follow...
Wednesday, October 3, 2012
Haven't Quit, Just Not Working Much on the Movie!
Hey guys,
Sorry for the lack of updates lately. I know I sounded pretty upbeat in my last post and then nothing was posted for all of August.
If you've been coming to my blog for the last couple of years then you'll know that Halloween is a very big holiday at my house. So big, in fact, that pretty much all my spare time, August through October, is dedicated to working on our annual display, Hollinger Hollow. (click on the link to check it out)
That said, I wouldn't be expecting a lot of movie updates for the next month. Still, I might get some free time every now and then to work on the film and if I do I will definitely let you know.
I promise, I will be back in November!
And, just in case you want to learn about what is taking up so much of my time at the moment, hit the link above.
Later!
Sorry for the lack of updates lately. I know I sounded pretty upbeat in my last post and then nothing was posted for all of August.
If you've been coming to my blog for the last couple of years then you'll know that Halloween is a very big holiday at my house. So big, in fact, that pretty much all my spare time, August through October, is dedicated to working on our annual display, Hollinger Hollow. (click on the link to check it out)
That said, I wouldn't be expecting a lot of movie updates for the next month. Still, I might get some free time every now and then to work on the film and if I do I will definitely let you know.
I promise, I will be back in November!
And, just in case you want to learn about what is taking up so much of my time at the moment, hit the link above.
Later!
Tuesday, July 31, 2012
Still At It!
Hey guys!
Wow! I know it's been a while since I've updated the blog but I had no idea it has been this long!
I'm sure you all must have thought I died or something but the truth is that I just haven't had a lot to say. I mean, how many updates do you want where I'm saying that I'm still working on the Max rig and still not getting anywhere?
Truthfully, I must have created and deleted 25 rigs in the time since my last update. None of them seemed to have what I was looking for. Then, suddenly, it all started making sense to me and in the last week I have been working on what I believe will be my ultimate quadruped rig!
Now, I still have a lot of tweaking to do. I still need to add some bones and set up the controls, but my basic rig is allowing me to do things like this...
And in case you're wondering what the basic rig looks like, here it is...
So, as you can see, I'm not dead nor have I written off making this movie. I admit, I haven't been nearly as productive as I would like to have been but I have been working very hard and I feel as though I'm finally starting to get the hang of this rigging thing.
So, I will try to update the blog on a more regular basis but I also promise not to beat you down with useless updates. I guess we'll see exactly what that means in the coming weeks. :)
Later guys!
Wow! I know it's been a while since I've updated the blog but I had no idea it has been this long!
I'm sure you all must have thought I died or something but the truth is that I just haven't had a lot to say. I mean, how many updates do you want where I'm saying that I'm still working on the Max rig and still not getting anywhere?
Truthfully, I must have created and deleted 25 rigs in the time since my last update. None of them seemed to have what I was looking for. Then, suddenly, it all started making sense to me and in the last week I have been working on what I believe will be my ultimate quadruped rig!
Now, I still have a lot of tweaking to do. I still need to add some bones and set up the controls, but my basic rig is allowing me to do things like this...
And in case you're wondering what the basic rig looks like, here it is...
So, as you can see, I'm not dead nor have I written off making this movie. I admit, I haven't been nearly as productive as I would like to have been but I have been working very hard and I feel as though I'm finally starting to get the hang of this rigging thing.
So, I will try to update the blog on a more regular basis but I also promise not to beat you down with useless updates. I guess we'll see exactly what that means in the coming weeks. :)
Later guys!
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