Rigging the arm using orient constraints. I also locked and hid some of the channels and just kept the rotate channels visible.
KoiviTasker_ANI210
Thursday, 18 December 2014
3D poster
Even though I have some understanding of composoting I don't think it's my strongest point. I was able to transfer some of my photoshop knowledge and follow most of the instructions from the campus but in the end I had to do a bit of improvising to get the result I needed. Mainly instead of using silhouette luma I had to use mulitply for the blend mode and some layers weren't pre-composed.
Tuesday, 16 December 2014
Shadow pass issue
There is a lighting issue happening in the shadow pass for the female. To solve this I rendered 2 shadow passes and a mask pass. I want sharp edges of shadows for the table and chair seeing as some of the other shadows in the live action are sharp. I solved this by rendering the ray cast shadows and depth field shadows separately.
qRig refined walk sequence
Did some refining for the walk sequence of the qRig. I pretty much just fixed up what I noted down in this blog. post http://ktani210.blogspot.com.au/2014/11/walk-cycle.html
There can still be quite a couple of things done with I think it'll do for now. Also in the future I should be using the graph editor more frequently. Some poses I wanted to hold for 2 frames or more and instead setting key frames I should have adjusted the curve in the graph editor for ease of workflow.
There can still be quite a couple of things done with I think it'll do for now. Also in the future I should be using the graph editor more frequently. Some poses I wanted to hold for 2 frames or more and instead setting key frames I should have adjusted the curve in the graph editor for ease of workflow.
Recording day
On the day of recording we didn't use one of the cameras from uni. I had my own small dslr camera but we didn't have a tripod. We kinda just made up our own kind of tripod.
It was very easy for us to record the measurements of the scene. it was just a simple rectangular backyard. We measured the scene to set it to scale implimented the scale in Maya. This saved us allot of time not having to try and guess the scale in Maya. The only variable we had to guess was the rotation of the camera. Everything else was pretty much set.
Rendering and Lighting
So for the animated sequence I'm rendering 240 frames. I learnt how to do batch rendering from previous turntable animations I did for old modelling projects.
For the lighting I used a simple area light with no shadows.
I am also batch rendering 2 passes. A diffuse and shadow pass.
Bath rendering with no floor.
Batch rendering shadows. (Light doesn't have any shadow options turned on.)
There where allot of issues with the shadow pass mainly concerning the strange shadows on the female character. Here I've circled the issues with the ray traced shadows option turned on(shadow rays = 40 and Ray Depth Limit = 1. Same issue happens with depth map shadows so in the end I just rendered without any of the shadow options turned on to mitigate the issue.
Wednesday, 26 November 2014
Photogrammetry
Learning Photogrammetry from uni. We learned that it is very important to do measurements so we can virtually apply the measurements from the real world. The objects in the scene are a guide to lining up the perspective of the scene.
Instead of working with centimeters we worked in meters but instead of changing the units in preferences we simply changed the grids display properties.
Using the objects in the scene as a guide to line up the scene with the camera.
Subscribe to:
Comments (Atom)



.png)













