Wednesday, May 2, 2012

Final Project

For my final I revisited what I did for the midterm.  First, I learned how to build a skeleton and rig the model.  That lead to me having to use the paint skin weights tool.

I ran into a few big problems while working on my final.  I tried to hid the model's fur at some point while working on it, but instead accidentally deleted it, and didn't figure it out until I was done rigging.  I was able to get the 'suit of fur' from a previous save, and place it on top of the model.  I couldn't get the fur to bind to the skeleton (which at the AAUGA demonstration, I figured out it was because I had a bunch of soft modification handles that were getting imported into my file with the fur).  All I had to do to fix that problem was delete all by history, and then I was able to bind the fur.  My next issue was the the fur deformed when I moved the model's joints (it actually deforms the exact same way the skin used to before I weighted it).  The logical way to fix this issue would be to weigh the fur, but I couldn't figure out how to do that.

Because I spent so much time trying to fix my skeleton/rig, I wanted to move on to other things.  I improved the environment from what it was at during the midterm, and also added some clouds.

I then animated my character to be doing a walk cycle.  I'm still currently figuring out how to get a video of my animation.  I ran the batch render, and it finished after about three and a half hours (it took so long because the environment was so large, I believe).  Maya is now saying that it cannot open the files.  I have 50 .iff files (for 50 frames of animation), but don't know what to do with those.

Here are some screenshots of my process:













Autodesk Animation User Group Association Response

Recently, we attended an AAUGA meeting.  I thought all of the presentations were really interesting.

I didn't necessarily understand what the presentations were being given on, but it was still cool for me to see what I could be working on in regards to animation in the future.  I want to go into animation for a living (preferably for video games, but movies are also a possibility).

My favorite presentation was when they used an Xbox Kinect to scan the host into maya, creating a quick model.  I would like to start working with that in the future--I feel as if this method could do a lot for my work.

I liked that all of the presenters were so willing to answer questions, too.  I was having an issue with my model, and one of the presenters gave me a suggestion and put me on the right tract towards fixing it.  Over all, I really liked AAUGA, and see myself getting more involved as I get more experienced with Maya.

Illuminating Data Response

I really liked the Illuminating Data Exhibition.  Generally in the main studio in the AIMM building, there are fine arts related exhibitions.  I enjoy those (I was an art major before I switched to Interactive Multimedia), but it was nice to see an IMM based show in the main gallery.

It was also really neat for me to see art and IMM colliding.  Even though they are both very creative majors, I feel that the two don't intersect nearly as often as they should.  I know with my IMM work at least, I try to incorporate my fine arts background to the best of my ability (whereas a lot of my IMM friends don't seem to be that interested in fine arts).  

My favorite piece in the exhibition (though I can't remember the name of it) was the piece about the massive multiplayer online first person shooter (or MMO FPS).  A live recording of individuals playing the FPS was streamed onto a TV.  Each time a player died in the game, fake blood squirted one of the walls of the gallery (which eventually created a pool of blood on the floor).