For some reason, my previously domain name got cancelled which resulted in me having to change my domain name. Fortunately, the change is minor. Previously my website was: www.ShannonGilmoreCGWorks.com, but now the correct website domain is: www.ShannonGilmoreCGWork.com. The "s" was just simply taken off of "works". I apologize if this has created any inconveniences for anyone.
The first part of my demo reel will be posted up on my website by Sunday night (March 29th), which will be featuring my female rig that I have been working on this month. Please check it out! Thank you for your time and interest.
Thursday, March 26, 2015
Sunday, March 22, 2015
Update: Female Rig - Final Submission
As of tonight (March 22, 2015), I have completed the Female Rig I have been working on! I will be posting up a link my demo reel soon once I have gotten this character animated, and if I have time, I will also post up a video of a test of the facial rig. :) Stay tuned!! I am very excited to have completed my first month of finals at Full Sail, and cannot wait to see what my final demo reel will look like!
Monday, March 16, 2015
Progress Update: Female Rig - Facial Rig Portion
Hey guys! Here is a little update of the facial rig portion of my project (click the link below).
All critiques are highly encouraged and appreciated!
I created my blend shapes and set up the joint-based facial rig. Also, I added in a slight eye tug (or "fleshy eyes") on the skin around the eyes. Obviously, I still need to work on some of the weight painting and correct the blinks with some in-between blend shapes and correcting my weights some more. This week, I will create the GUI for the facial movements that will be placed right next to the head. I will also create attributes on the head control icon that will also be usable for the facial movements. I am creating two control systems (GUI and the attributes) so that it will easy for the animator to choose their preference and feel comfortable with the rig.
I will post up a better motion test soon, I just wanted to update what I am working on as soon as I could. Thank you for your time!
http://youtu.be/jORKp6GWz8U
All critiques are highly encouraged and appreciated!
I created my blend shapes and set up the joint-based facial rig. Also, I added in a slight eye tug (or "fleshy eyes") on the skin around the eyes. Obviously, I still need to work on some of the weight painting and correct the blinks with some in-between blend shapes and correcting my weights some more. This week, I will create the GUI for the facial movements that will be placed right next to the head. I will also create attributes on the head control icon that will also be usable for the facial movements. I am creating two control systems (GUI and the attributes) so that it will easy for the animator to choose their preference and feel comfortable with the rig.
I will post up a better motion test soon, I just wanted to update what I am working on as soon as I could. Thank you for your time!
http://youtu.be/jORKp6GWz8U
Thursday, March 12, 2015
Milestone 2: Progress Update (Female Rig)
Here a progress update of the rig I am currently working on! I was having some binding (skinning) issues at first, and I need to fix her bikini top as it does not deform correctly with the torso of the body when the spine is rotated. Also, I am going to be adding in some helper joints to the knees and elbows today for better deformations. This week, I mainly focused on adding in various attributes to the feet, toes, and fingers. There are FK controls as well as attributes so that the animator will feel comfortable with the rig, whatever their preference may be.
Now, I can get started on the facial rig! I will be using a mixture of blend shapes and joints placed directly on the face. The blend shapes will be driven by a icon GUI placed right next to the head of the character, and the joints will be driven by icons directly on the face. There will be a feature within the GUI to control the visibility of the icons on the face for the animators. Hope you all enjoy!! I can't wait to finish this rig and get it animated for my demo reel that will be located atwww.shannongilmorecgworks.com smile emoticon
Tuesday, March 3, 2015
Milestone 1: Progress Update
I have officially began the first part of my demo reel! Yesterday (March 2nd) I began my PCC1 class where I will be rigging the female model that I had previously talked about. The first milestone for this project is due on Thursday (March 5). This milestone is just to update my teacher about where I am on this project and how far I have progressed in the past week.
As of right now, I have created all of the control icons and put them in their respective places, created the hierarchy for the joint systems, constrained the icons to their respective joints, created an IKFK switch for both of the arms (using SDK), and created a visibility swap attribute (using SDK) for both "FK Fingers" and "FK Toes". Tomorrow, I plan to create all of the attributes for the fingers on the hand control, and all of the toe attributes for the toes on the foot control - all using SDK. Doing this method of including attributes as well as FK controls give animator more freedom with what kind of system they are most comfortable with, and I find that extremely important to always keep the animator in mind.
After adding the attributes to the hands and feet, I plan to bind the mesh to it's skeleton and once that is done, I will tackle the facial rig! I am very enthusiastic about this project and cannot wait to show you all of my hard work! Thank you for your time and interest.
Current Status of the Rig:
(The FK controls are currently turned off for the fingers and toes. The IK control is currently turned off for the arms as well. The control is placed right around the wrists when shown.)
As of right now, I have created all of the control icons and put them in their respective places, created the hierarchy for the joint systems, constrained the icons to their respective joints, created an IKFK switch for both of the arms (using SDK), and created a visibility swap attribute (using SDK) for both "FK Fingers" and "FK Toes". Tomorrow, I plan to create all of the attributes for the fingers on the hand control, and all of the toe attributes for the toes on the foot control - all using SDK. Doing this method of including attributes as well as FK controls give animator more freedom with what kind of system they are most comfortable with, and I find that extremely important to always keep the animator in mind.
After adding the attributes to the hands and feet, I plan to bind the mesh to it's skeleton and once that is done, I will tackle the facial rig! I am very enthusiastic about this project and cannot wait to show you all of my hard work! Thank you for your time and interest.
Current Status of the Rig:
(The FK controls are currently turned off for the fingers and toes. The IK control is currently turned off for the arms as well. The control is placed right around the wrists when shown.)
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