Showing posts with label Zapopathic. Show all posts
Showing posts with label Zapopathic. Show all posts

23.10.08

Battery animation

Working on the battery animation, have put together a short video with the basics- I think I'm going to add some parts where he tries multiple times to light the bulb, but other than that I can't think of anything else to add.




prefinal from acorn on Vimeo.
posted on blogger:

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.

16.8.08

Long shot rough

ZAPOPATHIC: Breathing and Concentrating
  • 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



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.

*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