18.11.08
12.11.08
New video
I've uploaded a new video, some things need to be changed but the lens flare is giving a nice effect to the bulb -which is what I was just working on...soon I will upload a final version.
I thought the lens flare works nicely as a glow, and I've found in the past that the glows give me trouble. One nice side effect is that the lens flare brightens the image so that (in the final) it will show the walls that I spent some time on, which otherwise would be hidden in shadow.
I thought the lens flare works nicely as a glow, and I've found in the past that the glows give me trouble. One nice side effect is that the lens flare brightens the image so that (in the final) it will show the walls that I spent some time on, which otherwise would be hidden in shadow.
9.11.08
new still (render region)
23.10.08
Battery animation
2.10.08
New stuff
Been a while since I've been here. I havn't been working diligently on XSI, back to it now.
still working on the battery animation.
have some thoughts on the most recent renders -- some images from the sequence.
These images demonstrate the unfinished state of the animation, although they have some good things to them. Clearly I have to finish the floor because when the light goes Up, you can see everything. I don't like the way the back wall (in the long shot) shows up. The texture is alright and I think the original is a nice picture but...
So, I'm making some progress.
here is the video:
Rough (CS-->LS) from Arthur Dent on Vimeo.
7.9.08
X skeleton
I've got a skeleton I'm using for the character that is effectively an X, if you look at previous posts you will see that a certain behavior is inherent with this skeleton. I now think that this is not a effective means to animate the character. Although it gives me a walk that I want the lean or bend is not right.
I could use two separate skeletons for the two separate behaviors, but this seems cumbersome and might be evident when viewing.
I can't think of another framework to use.
I could use two separate skeletons for the two separate behaviors, but this seems cumbersome and might be evident when viewing.
I can't think of another framework to use.
25.8.08
17.8.08
trouble with texturing
I'm experiencing a problem right now with the texturing of this battery character. It seems that the textures on the side of the shape get a disproportionately large degree of shadow, as shown in the examples below. The first example is a render region, the second is a screen shot, of the same object. The texture doesn't show up in the render region.
After some exploration I discovered that the issue might have something to do with implicit/explicit texturing.
*fixed the problem with some learning about basic lighting, see more recent posts.
After some exploration I discovered that the issue might have something to do with implicit/explicit texturing.
*fixed the problem with some learning about basic lighting, see more recent posts.
16.8.08
Long shot rough
ZAPOPATHIC: Breathing and Concentrating
LS rough from Arthur Dent on Vimeo.
*working on the light bulb, have to add another PASS, a BEAUTY PASS so that I can see whats going on, currently I have a DIFFUSE PASS so that I can render Ambient Occlusion and Composite the DIFFUSE, AMBIENT, & HIGHLIGHT PASSES together.
- too dark
- not sure of the affect it has
- missing light bulb
- may add crowd
- may add additional lights
- velvet pillow needs work
+ textured, label
+ good atmosphere
+ good atmosphere
LS rough from Arthur Dent on Vimeo.
*working on the light bulb, have to add another PASS, a BEAUTY PASS so that I can see whats going on, currently I have a DIFFUSE PASS so that I can render Ambient Occlusion and Composite the DIFFUSE, AMBIENT, & HIGHLIGHT PASSES together.
this is a bit thrown together from a post I saw on XSIbase, the gist of which (from what I gather)
is that you Composite a color PASS with an ambient occlusion PASS. I also determined, I'm not sure how, that there should be a SPECULAR PASS. I looked around in the preset PASS list and found that there was a HIGHLIGHT PASS, so I used that. These PASSES are set up using OVERRIDES to add or subtract (I think) material parameters. So in the case of the HIGHLIGHT PASS, the Diffuse and Ambient parameters of the materials are Muted.
is that you Composite a color PASS with an ambient occlusion PASS. I also determined, I'm not sure how, that there should be a SPECULAR PASS. I looked around in the preset PASS list and found that there was a HIGHLIGHT PASS, so I used that. These PASSES are set up using OVERRIDES to add or subtract (I think) material parameters. So in the case of the HIGHLIGHT PASS, the Diffuse and Ambient parameters of the materials are Muted.
*The lightbulb has issues in and of itself... the spiral shape doesn't lend itself to easy manipulation other than with PROPORTIONAL MODELING.
*some of the questions I am asking myself right now are, should I make a new BEAUTY PASS, so that I can get all of the illumination that I need? What should I do about the lightbulb socket? It doesn't look good right now.
*have to work on the velvet pillow
*some of the questions I am asking myself right now are, should I make a new BEAUTY PASS, so that I can get all of the illumination that I need? What should I do about the lightbulb socket? It doesn't look good right now.
*have to work on the velvet pillow
10.8.08
4.8.08
Working on the walk cycle ( comments on Vimeo); there are a number of things that I did with this that are probably a waste of time although I guess I'm learning,
walk1 from Arthur Dent on Vimeo.
- constrain the effector on the arm chain to a curve
I could have accomplished this just by normal animation, although
its very easy to cycle, and it mightlook better.
makes a bit of a mess in the scene
makes a bit of a mess in the scene
- duplicate in symmetry the setup from the left side
This is just a pointless waste of features in this case.. in my opinion/ quick though
- used a curve to generate the bone structure for the arm
This is also a waste of good features, although again it seems to work well
One thing that I found is that the constrain feature gets you into
trouble when trying to pose the skeleton with multiple
bones
One thing that I found is that the constrain feature gets you into
trouble when trying to pose the skeleton with multiple
bones
- rotated the upper body to accentuate the arm movement +
- enveloped the "sleeves"/boot to the bone
this might have been accomplished better and I'm not sure how, maybe if I constrained the cluster "boot" to the root null
there are some problems with this envelope when it is tested under X-treme conditions: for instance the arm itself buckles with 40 degree bending, maybe I could use a bend modifier, don't know, have had difficulty with the bend modifier before
there are some problems with this envelope when it is tested under X-treme conditions: for instance the arm itself buckles with 40 degree bending, maybe I could use a bend modifier, don't know, have had difficulty with the bend modifier before
walk1 from Arthur Dent on Vimeo.
2.8.08
ant body
28.7.08
Ant character
So I've started to model an old character I had from school. Not sure of what I'm going to name it, had Helio, but that doesn't do anymore. Here are some images of the shoe.
...and here are some images of a hand that I just made, I don't think I'm going to hang on to the hand but I made some progress with it.
22.7.08
softimage.net
seems to be down today, which is kinda a downer because I was starting to get back into it.
still in the frame of mind to do some designing before I even touch the program
still in the frame of mind to do some designing before I even touch the program
Personal musings on the Use and Abuse of XSI
So I've been trying to stray away from endlessly banging my head against the software, instead I think there must be a more strategic, efficient approach.
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