Ok, here is a little different topic; not the regular CG stuff but the nature! Recently I went on a treking trip from Pokhara to Ghandruk, which is about 300 KM west of Kathmandu. The breathtaking views and sceneries here are some of the best in the world. You can almost feel the gigantic Himalayas above your head with beautiful village and wild green forest. These places are what I would like to call heaven on earth … the true Sangrila! I am looking forward to visit there again ๐
Feel free to check out some of the snaps on my flickr page …
Blog
Maya 2012 Startup Image
Unreal Engine 3 Trailer
This is insane … just blew my mind! The next generation video game engines are becoming ultra real and sophisticated. I wonder pretty soon we will have full featured CG animated movies made from game engines … really coOl, I am already waiting to play video games made out of this engine ๐
Cartoon chicken discusses trending news stories
Ok, here is a new way of presenting news, interesting ๐
Tron Legacy HOT Interview
When I watched the movie with 3D goggles on an amazing big screen I was like OMG … this is breathtakingly beautiful with all those stunning artworks. I wonder how was this movie actually made, the blend of live action with CG environment was stunning. Anyways, I got some of my questions answered reading this awesome interview with the artist working behind the scene to create this one of a kind epic Legacy ๐
Here is the link to the interview … Click here to be mesmerized XD
Image-Metrics Webinar & Resources
Image-Metrics, worlds leading solution for facial animation in games, movies and commercial is conducting wonderful webinar session running from 4th of April. Jay, a very good friend of mine and rigger (technical artist) working at Image-Metrics is conducting this webinar.
I got an opportunity to grab a sit for this one of a kind webinar session fully dedicated towards facial rigging and facial animation using Image-Metrics proprietary software “Faceware”. Faceware is an รber cool, state of the art technology for facial animation, and I think it is one of the best out there. Anyways, the webinar session is really informative and attendees can raise there hands for any questions, tips and suggestions. I am really looking forward for the next session which will deal with actual facial performance capture ๐
Oh yes, for the link to the webinar session … Click Here!
Also, peoples at Image-Metrics are very willing to share and see people benefiting from the rising CG community. Therefore, anyone interested can get there hands on their state of the art facial rigs and builds, which includes a collection of hybrid rigs for games and films!
So, what are you waiting for, get yourself a free rig from this link … Click Here!
Finally, I want to thank the peoples and fellow friends at Image-Metrics for this one of kind meeting round up session. I hope that more peoples and studios out there learn from this and organize similar session for people like us and the community. I wish Image-Metrics and staffs working there a very warm best wishes and a big THANK YOU ๐
Links:
Jay Greiner
Jonas Avrin
Image-Metrics
Squiggle Line Tutorial
Here is a really nice and handy little tutorial by Keith on creating squiggly cartoony line art render for your 3D image.
Here is the tutorial link on Keith’s blog post ๐ Squiggle Line Tutorial
How to Animate a Rolling Cube
You will use the properties of a primitive cubeโs pivot point to animate it rolling on its edges. This process will involve the use of the Channel Control window to make certain attributes keyable. Once they are keyable, they will be available in the Channel Box for you to set keys and edit their value. In this lesson, you will also use the Graph Editor to refine the animation curves to get exactly the kind of motion that you need.
STEP ONE
Place a primitive poly cube into the scene and scale it to X=2, Y=2 and Z=2.
Select the Move tool and place the front of the cube at 0 along the Z axis (Z=-1).
Press the Insert key to go into edit mode and then move the pivot point to the middle of the cubeโs front bottom edge.
You may want to use grid snapping to help you position the pivot.
Now press the Insert key to return to the Move tool then move the cube to the origin. (Y=1)
STEP TWO
Select Display -> Transform Display -> Local Rotation Axes and Rotate Pivots. These icons will help you visualize these components as you begin animating the pivot.
STEP THREE
Select Window -> General Editors -> Channel Control and select the following non-keyable attributes:
Rotate Pivot Translate X
Rotate Pivot Translate Y
Rotate Pivot X
Rotate Pivot Y
Use the Move button to make them keyable attributes. They will now appear in the Channel Box.
STEP FOUR
With the cube selected, set a key for Z rotation at frame 1.
Go to frame 10 then set Rotate Z to -90 and set another key.
STEP FIVE
Return to frame 1. Select the Rotate Pivot Translate X, Rotate Pivot Translate Y, Rotate Pivot X, and Rotate Pivot Y in the Channel Box then use your RMB to choose Key Selected.
STEP SIX
Go to frame 10.
Open the Attribute editor and select the pCube tab.
Expand the Pivots section.
Expand World Space section.
Set World Rotate X Pivot to 2. You should notice that the pivot moves to the front of the cube. Now you can continue rotating the cube.
In the Channel Box, set a key for the Rotate Pivot Translate X, Rotate Pivot Translate Y, Rotate Pivot X, and Rotate Pivot Y channels.
Editing the World Rotate Pivot in the Attribute Editor affects these four attributes therefore they must all be keyed.
STEP SEVEN
Go to frame 20.
Set another linear key frame for a Rotate Z to -180. Set the World Rotate Pivot to 4 then set keys for the four pivot channels in the Attribute editor.
If desired, keep rotating the cube and moving the pivot using the steps outlined above. If you playback the animation at this point, the roll of the cube will not seem correct. You need to change the animation curve tangents for the pivot attributes.
STEP EIGHT
The incorrect motion is because the pivot point needs to stay in one location for 10 frames then jump to its new location.
Open the Graph Editor.
Select the four pivot action curves
Select Tangents -> Stepped.
This will create the desired results.
Understanding Animatable Pivot
Really useful and informative post by Maulik about understanding and creating an animated pivot system. He guides you through the logic and maths behind creating this system.
Basically if you ever tried creating an animated pivot control, you will notice that once the object has been rotated and it’s rotatePivot point has been shifted and repositioned; once the object get translated we see some weird transformation. These unwanted transformation can be fixed by calculating the offset values in the rotatePivotTranslate matrix.
To give you a better idea on this please take a look at this little tutorial post ๐
Also, Maulik has been working on this offset solution to create a real time animated pivot which you can find in his blog. Below is the link … and a big thanks to Maulik ๐
Making Animatable Pivot
Animated Pivot in Maya
- Create a locator and name it pivot. Create a polygon cube and name it object. Select the object and group it to itself and rename the group as negOffset. Make negOffset a child of pivot.
- Now create a multiply divide node from the hypershade or just entering โcreateNode multiplyDivide in the mel script editor. Open the connection editor and load pivot in the Outputs and multiply divide node in the Inputs. Connect translate of pivot to input1 of multiplydivide node. Make sure that the input2 of the node is all set to -1.
- Again, load the multiply divide node in Outputs and negOffset in the Inputs. Connect the output of multiply divide node to translate of negOffset.
- Itโs done. Just select the pivot and move it to the desired position and rotate it. You can see that the object rotate from that pivot point.
- Create a locator and name it pivot. Create a polygon cube and name it object. Select the object and group it to itself and rename the group as offset.
- Open up the connection editor and load pivot in Outputs and offset in Inputs. Connect translate of pivot to rotatePivot of offset. Again connect rotate of pivot to rotate of offset.
- Thatโs it. Now just select the pivot and move it wherever you want and rotate it. The object rotates from that pivot point.
Conclusion : Both of these methods shows a technique to create a pivot control which can be animated. Note that once you have rotated and translate the pivot controller, there is some weird transformation (you can zero out the rotate in this case and reposition as you need ๐ but this is totally natural which can only be avoided by creating a little script to reposition the offset. But I don’t think it is necessary because I am pretty sure the animator will use the pivot controller based on the shot necessity and can easily manipulate it. Hope you enjoyed my little tutorial ๐
Also, if you wish to know what I meant about the weird transformation stuff, it is basically something that is taken care of by putting some offset values in the rotatePivotTranslate attribute. You might want to take a look at the tutorial post below to get a good understanding about it!