Up next is a quick trip down to LA and San Francisco to see some friends and see if theres a city I would rather live in so I can focus my job search some.
So I've graduated from VFS in Digital Character Animation and have a film to show for it. Its kinda bittersweet to leave I'm glad to be done and all but I'm gonna miss my classmates and Vancouver. Also this means I have to go and find a job somewhere now, there's no going back to school a third time for me.
Up next is a quick trip down to LA and San Francisco to see some friends and see if theres a city I would rather live in so I can focus my job search some.
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not quite getting the range i was hoping for. I used a log scale to get the values to be reasonable in maya and it kinda killed the peaks, but we'll see how it works when I get the audio its going to be used on. So I'm just gonna say this right now the finale of my film is pretty awesome, I mean it has a unicycle for pete's sake. Of course that means I would have to animate a unicycle. Screw that lets script it.
It's really not that hard once you get down to it. The first step for both direction and wheel rotation, get a vector of where you are now compared to where you just were. for wheel rotation take that vector and divide it by the radius of your wheel and you have the amount of rotation in radians, easy. For direction use atan2 on the vector to get the rotation for the direction. I also check to see if I'm moving backwards from where I was just and then offset the rotation so it doesn't just flip around. one problem right now is to have auto/manual control I add the change in rotation for both the auto and manual controls to the the current rotation, which is going to cause problems for direction at least when I loop through the animation. I'll need to add a hard manual mode where the rotations are directly linked to the manual controls. Then I just have to start my animation in that mode so it resets every time it loops I need a scroll in my film so I came up with this. There were a lot of constraints and expressions for this so I used pymel scripts to do all that for me (code is on my bitbucket site under randomMelAndPymel.py) how i works: each of the curl controls has a locator that has the same y position as the control unless the control is on the far side of the other control that locator drives set driven keys on its curl chain and bend deformer fix if the bottom locator is above a bind joint (actually reference joints off to the right in the video) that joint is constrained to the bottom curl otherwise its constrained to the top I was a little lazy with the orientations(lack of sleep due to last week of term) so I couldn't use a parent constraint and had to use separate point and orient constraints. So I've been in Vancouver for about 5 weeks now going to VFS to study Digital Character Animation. Its been fun getting to know the other students and working on my own film. I got my apartment a block from school last week and I'm really enjoying being this close to campus. 10 minutes a day of commuting is so much better then an hour especially when class goes to 10pm
I've started trying to write some python scripts to do things in maya that can be a pain in the ass. The coolest one is a script that makes towers based on a curve profile and stacking an object on top of itself over and over. I call it 'Towerfy' and its been really helpful for the set I'm making. I'll probly do a post or video about it once I get it to a 1.0 stage, but its up on my bitbucket account right now. https://bitbucket.org/jhultgre/maya-scripts/ |
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