Thursday, October 30, 2008
Rig Preview
Here's an early look at the control rig for the pumpkin character in my short.

Not quite done yet, but far enough along to start blocking. The hierarchy and basic range of motion are all in place. From here on out, there are just details to add.
It's set up for full facial animation (via the sliders on the left) and squash and stretch (via the control curves). It's built mainly on blendshapes, plus a few bones for fine-tuning silhouettes. For simplicity's sake, I tried to keep the amount of on-rig GUI to a minimum, opting instead to drive many of the controls with custom attributes in the channel editor. This was a combination of personal preference and what seamed appropriate for this specific rig.

Labels: GUI, Maya, Project News, Rigging
+ posted by Paul @ 11:10 PM 0 Comments | Links to this post
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Monday, October 27, 2008
Tip of the Week: Null Script
While setting up a character rig, one thing that comes up again and again is the need to create a null node above a particular object - whether it be a joint, an IK handle, or a nurbs GUI (like the ones from the Oct 15th Tip of the Week).
It's extremely easy to do, but it gets pretty repetitive after awhile. Here's a quick script to automate the process:
$objects = `ls -sl` ;
for ($name in $objects)
{
$nameNull = $name + "_Null" ;
select $name ;
pickWalk -d up ;
$parentList = `ls -sl` ;
$parent = $parentList[0] ;
string $returnName ;
if ($name == "")
{
select -cl ;
warning "No object selected. Please select an object." ;
}
else
{
if ($parent == $name)
{
$returnName = `group -w -em -n $nameNull` ;
}
else
{
$returnName = `group -p $parent -em -n $nameNull` ;
}
$constraint = `pointConstraint -weight 1 $name $returnName` ;
delete $constraint ;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 $returnName ;
parent $name $returnName ;
}
}
Just select the objects in question and run the script. If you have multiple objects selected, each will get it's own null node, snapped to it's respective pivot point. All pre-existing hierarchies will be maintained. I tried to make the script as robust as possible for basic usage. If you come across any bugs, or a way to simplify it, feel free to comment.
This is a good example of how even relatively simple MEL scripts can save time by automating everyday, tedious tasks. You can save the script as a shelf button, or map it in a custom rigging marking menu for easy access. Enjoy!
$objects = `ls -sl` ;
for ($name in $objects)
{
$nameNull = $name + "_Null" ;
select $name ;
pickWalk -d up ;
$parentList = `ls -sl` ;
$parent = $parentList[0] ;
string $returnName ;
if ($name == "")
{
select -cl ;
warning "No object selected. Please select an object." ;
}
else
{
if ($parent == $name)
{
$returnName = `group -w -em -n $nameNull` ;
}
else
{
$returnName = `group -p $parent -em -n $nameNull` ;
}
$constraint = `pointConstraint -weight 1 $name $returnName` ;
delete $constraint ;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 $returnName ;
parent $name $returnName ;
}
}
Labels: Maya, MEL, Rigging, Tip of the Week
+ posted by Paul @ 10:07 PM 1 Comments | Links to this post
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Wednesday, October 15, 2008
Tip of the Week:
Character GUI Generator
Here's a great script by Karim Kashefy, posted recently on Highend3D. It's a custom window for creating nurbs GUI for character rigs. It comes with a bunch of shape presets, as well as functions for setting the color, hiding/locking attributes, and freezing transformations.
Character Controllers

Labels: GUI, Maya, plug-ins, Rigging, Tip of the Week
+ posted by Paul @ 7:45 PM 0 Comments | Links to this post
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Monday, October 6, 2008
The Animation Show of Shows
The Animation Show of Shows is returning to Providence, RI for its 10th annual animation showcase.
Each year, Acme Filmworks' Executive Producer Ron Diamond travels the globe, compiling a program of new animated shorts. The result is an eclectic mix comprised of everything from independent films to major studio productions, running the gamut from slapstick comedy to avant-garde experimental pieces. The one element tying them all together is a desire to push the envelope and take animation to new places, both technologically and aesthetically.
Fans of animation and of film in general are sure to enjoy themselves. And for anyone who works (or aspires to work) in the industry, I can't recommend it highly enough -- you are certain to come away inspired and energized!
Where: The RISD auditorium in Providence, RI
When: Saturday, October 18th at 7:00pm
Labels: Events, Industry News, Recommendation
+ posted by Paul @ 7:13 PM 2 Comments | Links to this post
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Saturday, October 4, 2008
Tip of the Week:
Insert Edge Loop
The modeling tool set in Maya is impressive, and if you take the time to familiarize yourself with all of the tools and commands, you can really speed up your modeling.
Different people swear by different methods. I'm a huge fan of the insert edge loop tool, (previously referred to as the "split edge ring tool" prior to version 8.0-ish). It's extremely useful for rapidly adding detail to your mesh, and it's great for both organic and hard surface modeling.
In the example below, I used the split edge ring tool to add detail to a poly cylinder, and reshaped the mesh by scaling the new edge loops as I added them:

You could use this method if, for instance, you wanted to model a tree. You could start with a basic cylinder for the trunk and extrude out some branches. Once you have the basic layout, you can model the trunk and branches it into more organic shapes by adding edge loops. The strength of this type of modeling is that it allows you to rough the model in at a low-poly level and then go back to add detail.

Labels: Maya, Modeling, Tip of the Week
+ posted by Paul @ 12:37 PM 3 Comments | Links to this post
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Wednesday, October 1, 2008
Happy Autumn!
I'm happy to announce that after a brief hiatus, my short film is back in production. What better time of year could there be for pumpkins? I'll be sure to post some production stills and other odds and ends along the way. Stay tuned for more updates.

Labels: Project News

