Not much to report on this week. Due to a recent job opportunity, I haven't had as much time to work on the golem or the pigeon. What little I did is as follows:
For the golem, more body structural formation via new vines placed and some joint placement tests. However, due to the abnormal limb sizes, I can't just mirror over joints, so I need to be cautious on how I orient them. I asked Jason Patnode in regards to how I could get an interactive system similar to that of the rock monster from Galaxy Quest. Though he demonstrated using a fractal texture and plugging that into the translation nodes of the stones, it doesn't quite match what I was aiming for. I asked another student in class, and they recommended using a rigid dynamic system, as it would be the only way to attain that free floating, yet interactive look I was aiming for. I'll have to make time to retry this system again, though I know that it will be very heavy on the system. Maybe I can bake in the animations of the stones interacting to help ease the load on the rig.
In terms of the pigeons, it has mostly been cleanup on the wings and neck area. Around Tuesaday, I received notes from the animators, requesting some more controls and deformation fixes. Stepping in to the class on Friday, there was a brief recap on said fixes, and some suggestions, as a scaling control system on the mouth, and a bending control on the top of the beak. Another suggestion, which I'm considering more than the others, is an IK/FK hybrid system for the neck, as well as a more detailed control over the feathers on the wings, as currently, the wings rotate based solely on the wrist and elbow. There was a request for feather bending, but I informed the animators that something like that is low on the priority list at this time.
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