Showing posts with label rigging. Show all posts
Showing posts with label rigging. Show all posts

Thursday, June 23, 2016

Testing the Blendrig5 addon

Still Alive

Still working on Oil Spill episode. Modeling props, sets and new characters. I have been reading a lot about the Blendrig5 addon by Juan Pablo Bouza. I was never happy with Ebil's rig. I have been avoiding the issue. I did not want to step backwards in this project. However, after reading some documentation and watching some videos I tried it out. This project has been in my head for a long time, a little more will not kill me.

Mostly out of the box blendrig5 test. I have not yet weight painted the bones (hands, feet, and face not fully rigged). I am super impressed with the quality of the deform at this point. The learning curve is much steeper than rigify and the process is more time intensive. But the results are magnitudes better. Rigify does not have deformers the way blendrig5 does. I was kicking myself for scope creep and going backwards to use the blendrig5 but I am so glad that I did.

Here is a quick 80 frame render to look at the deforms and compare to my earlier tests with rigify.

NEW
Blendrig5 test
OLD
old rigify rig. from ebil fitness camp 





 Note: The gote will be attached to the glasses bone later.

Blendrig5 was developed by Juan Pablo Bouza. Check it out!
Check out my Ebil fitness camp I did a few summers ago.

Thursday, March 19, 2015

linking and posing workflow

I have been linking my Ebil files using the import>link command and it has its limits, but I am getting use to them, or learning how to use them. I have Ebil modeled and rigged for this project (may revamp for a later episode.)
workflow:


  1. Open my current ebil .blend file with my rigged and skinned Ebil.
  2. Select all of the elements I want to pass down the chain (model, rig ,rigify bones and custom shapes)
  3. Create a group for all of these objects(CTRL+G) name it something useful.
  4. Open new .blend file
  5. import>link the group from the current ebil.blend
  6. import>link or append the rigify script for the U.I.
  7. select the rig and create proxy
  8. Create pose library for the rig.
  9. Select the proxy rig and the mesh and create a new group name it something_poses
  10. save file
  11. Now I can link that group into my scenes and animate

If I need to update the model or rig I edit the current .blend. If I want to add or edit poses I edit the *_pose.blend

Quick render of the current Ebil rig.



Wednesday, February 25, 2015

Conflict with Layer Manager and Rigify Possible BUG

Not sure if this is a bug.
When I use the layer manager and rigify together my feet and hand bones vanish.


1. generate a rigify rig
2. in layer manager set the "all objects on layer to draw wire" beachball button on.
3. toggle draw wire off
4. select rig, enter pose mode. Feet, hands, and finger bones vanish.

The missing bones are still there. You can select them in edit mode or in wireframe view.

Click to enlarge
Click to enlarge


Click to enlarge














WORKAROUND

I have found that in pose mode with the missing bone selected (wireframe display) turn on wireframe on the display option under the bone tab, where you assign the custom shape.
Click to enlarge

Friday, February 20, 2015

Storyboards or Animatic

MOVING ON

I have been finalizing the rigs and I think I have most of what I need for Bus Stop working. So I'm blocking out the shots. I have gone about this backwards in a way. I have a dozen rough storyboards that have been reworked a bit over the years. I was creating a polished storyboard to make my animatic from. But...

old storyboard image
I can see this in my head for the most part (I think). I have most of my assets completed. I started staging my assets and rendering shots to place in the polished storyboard to build and animatic from... Redundant? I rendered shot1, 12 frames. Then I layed them out in Photoshop, but I think I should just go ahead skip the polished storyboard and just create the animatic. I am learning Fusion 7 which is free now. It will be a great learning project. Could do it much faster in AE since I already know that program....

Anyway here is my shinny page 2 storyboard I am unlikely to ever print.
New Redundant storyboard







NOTES:
setup storyboard set using linked assets
blocked out shots for shot 1 and shot 2 rendered for storyboard,
figured it would be redundant to make the storyboard from renders since I'm not likely to print them. layout animatic Fusion/AE if fusion is too much to figure out.

Sunday, January 11, 2015

Parenting objects in Blender 3D Child stops following parent

Parenting Snafoo

I learned today that if an object has physics on it, it will not work as the child of another object. At some point while modeling the body of my Van, I somehow added a rigid body property to it. When I would parent the body to an empty for rigging it would follow the parent once, then it would stop following. The parent child relationship showed up properly in the outliner, however the child would not follow the translations of the parent. This stumped me for about an hour. I was searching the web and finally found a short paragraph somewhere that mentioned the physics issue. Hope this helps someone else.

Once I removed the rigid body node, The parenting works fine.

Sunday, June 29, 2014

Ebil Fitness Camp Day 008

And more walking

yet another walk cycle. 24 frames, 24 Frames per second. Stride, strike, pass, stride.
I do like the timing of this one better. Less popping and jerking. I think the other one was using fewer frames. This is still rough, but I need to understand these basic poses better before I start breaking it down more. Made more sense today.




Saturday, June 28, 2014

Wednesday, June 25, 2014

Ebil Fitness Camp Day 005

Walking

Quick and dirty walk cycle. I have looked at break downs of walk cycles for years. Done a lot of different tuts and exercises. I still can't seem to get it right. This is one of the basic animation skills, a walk cycle. One of the main goals I hope to get out of this whole fitness camp is a decent walk cycle. Again it takes time, and repetition. Starting from a blank rig (no keyframes) The cycle I have here is rough. about 30 mins of work. Just a few keyframes positions. Stride, strike, pass, stride. It is still very twitchy, has no soul. Need set up my camera and do a motion study.





  


Ebil Fitness Camp Day 004

Ok, this is not really a day to day thing. I have issues with keeping focused on personal projects. The fitness camp is an exercise for me to get to know my rig (blender rigify plus a simple face rig). I'm not worried about accurate motion or timing yet. I'm still getting a better understanding of the rig and making Ebil move. Seeing where the model breaks.  The only guideline I have set for myself with this is I start with a clean rig each time. I have a base file I start each session with. I then save as day00x_funoftheday. All of the animation is from scratch each session. I believe the only way to improve is to repeat it, A LOT.


Day 004 Situps

Made several model and skinning changes and reanimated the the situps.


Fixed most of the tearing along the waist. Still need to tweek.

Monday, June 16, 2014

Ebil Fitness Camp Day 003

Running


Ebil running
Running 3d Ebil through his paces in blender 3D. 12 frame loop 24 fps. I like the results on the front view. I'm not happy with the side view. Very twitchy, Need to tweek in graph editor.


Found the old 2d Ebil rig, thought I'd play with him a bit. Considered reviving the 2D project for about 5 seconds. I am really enjoying the soft renders in cycles. I believe I can do this, just takes doing.

Tuesday, June 10, 2014

Side Note

OOPS!

If you play with it enough you will break it. My rig is fubar. Good thing I keep iteration copies as I move through the development. Learned a few things... I think.