It’s moving!!!
Filed in Uncategorized, July 10, 2008, 9:11 amThis is one of the tests that the animators at Kandor are doing to the rig. The rig has been generated using MAXScript, and in some days I’ll show some of its features. Although it’s gonna to be improved everyday… it can be animated!!!
Ernesto tests my rig! from Iker J. on Vimeo
Éste es uno de los ‘tests’ que los animadores de Kandor están haciendo con el ‘rig’, que se genera completamente por ’script’. En breve mostraré alguna de sus características, porque cada día que pasa arreglo fallitos e implemento nuevas mejoras y soluciones. De momento, ¡puede ser animado, que no es poco!
gridDeform
Filed in Rigging, June 15, 2008, 10:13 amHere comes another little tool! It’s based on Bernhard Haux’s deformation reel (see here). The script creates a 2D grid perpendicular to the point of view of the camera and it lets you deform the selected object. For the moment it only works with non-animated.
gridDeform - wip2 from Iker J. on Vimeo
He aquí otra pequeña herramienta. Está basada en la que presenta Bernhard Haux en su ‘reel’ de deformación. Crea una rejilla 2D perpendicular al punto de vista de la cámara, permitiendo deformar el objeto seleccionado. De momento, sólo funciona con objetos que no tienen animación.
Real- time Dynamics in MAX
Filed in Rigging, June 1, 2008, 1:18 pmThis is what I’m playing with at home: Verlet formulas to get real-time feedback in the viewports. This is the first approach, and although it seems to work, the code in ths script controller is dirty and the system stops working when hiding some of the participating objects (¿?). Oh, and the video is recorded over the frame 5000 to show that this spring solution is faster than the one that comes with MAX B-)
3DSMAX Real Time Dynamics - 01 from Iker J. on Vimeo
Esto es con lo paso el tiempo en casa: las fórmulas de Verlet aplicadas a objetos para poder obtener dinámicas en tiempo real e los visores. Lo que muestro es la primera aproximación y, aunque parece que funciona, el código del controlador es bastante sucio y todo deja de funcionar cuando, por ejemplo, oculto algunos objetos que participan en el sistema (¿?).
‘Sticky Points!’ (II)
Filed in Rigging, May 5, 2008, 12:02 pmEureka! Finally the script works as it should. Wow, I’m so happy… my first working utility! Most of the work comes from the guys at CGTalk (specially Félix!). I avoided double transforms and now there’s no issues in moving the head around. So, in theory, this little tool could be used in production… well, in fact I’m planning to use it next week at work for our next project: a TV advertising. Below you can see some fast examples (’fast’ because I spent less than 2 hours skinning and we all know everything can be improved) of how a mesh with morphs (or any other deformation) could be manipulated using the points.
Today I’ve been trying to improve the workflow for creating the points. Now, if the mesh is symmetrical, only the half of the points have to be created ‘manually’. The rest are built with a magic and misterious ‘Mirror’ button. Lots and lots of transformations and matrixes during all day, and I feel pretty proud of the job done. C’mon, Iker! Keep on working!
And thanks also to John Doublestein for letting me use the model from his andyRig for Maya.
¡Yujuuuuuu! Finalmente, el ’script’ funciona como debiera. Estoy tan contento… ¡mi primera herramienta que funciona! Gran parte del trabajo es mérito de los colegas de CGTalk (¡especialmente de Félix!). En esta versión de la herramienta se evitan las transformaciones dobles, deslizamientos no deseados… y tampoco hay ya problemas en mover la cabeza por ahí: los puntos siguen pegados a la cara pase lo que pase (gracias por el apunte, César). Así que, en teoría, esto ya se puede usar en producción… bueno, de hecho pienso usarlo la semana que viene en el siguiente proyecto que cae en mis manos: un anuncio para TV. Debajo podéis ver un par de ejemplos rápidos (”rápidos” porque tarde más bien poco en preparar las deformaciones y la pose) de cómo una malla con una deformación inicial dada por un ‘Morph’ puede ser deformada con los puntos.
Hoy he estado intentando mejorar el flujo de trabajo a la hora de crear los puntos. Ahora, si la malla es simétrica, sólo es necesario crear ‘manualmente’ la mitad de los puntos: la otra mitad se crea automáticamente con un botón ‘Mirror’. He mejorado también cómo se orientaban los puntos, lo cual facilita bastante el futuro trabajo con la herramienta. Qué a gusto se queda uno cuando las cosas funcionan…
And then… a job found him!!!
Filed in General, April 12, 2008, 9:01 amYep, a job found me here in Granada! I’m working at Kandor Graphics as Rigging TD. I have more responsabilities than I used to have in Madrid, so that also involves collaborating in the improvement of the existing pipeline. New quests! New glories to achieve! MUAHAHAHAHAHAHAHA!!!
I’m still working on all the stuff (well, ‘all’ sounds like there’s a lot of things here, and in fact there is not), planning to refine and use it on production. I’ll let you see as soon as I have cool things to show!
Custom Rig features
Filed in Rigging, February 25, 2008, 5:58 pm… ummmm… well, not a lot, just a little update: blending between FK and IK arms. I tried to go for the easiest solution for the animator, and not floating controls for the FK arm. Just select, rotate and go! When in IK mode, an ‘autostretch’ feature can be activated (in the video, is on by default), and when blending to FK again, it keeps the original scale.
Still a lot of work to do…
Una pequeña actualización: ahora es posible hacer ‘blending’ entre un sistema FK y otro IK para los brazos. Intenté usar, creo, el método más sencillo para el animador: selección directa de las partes. No me gustan demasiado los controles flotantes en el visor. Así que sólo es seleccionar, rotar y listo. En el modo IK, se puede activar la opción de ‘autostretch’ (que está activada por defecto en el video). Cuando el brazo ’stretchado’ vuelve a FK, mantiene su escala original.Aún queda mucho por hacer, ¡sobre todo ordenar el script!
… and now, introducing an awesome Custom Rig!
Filed in Rigging, February 13, 2008, 6:40 pmThere’s a challenge that every rigger has to face once in his life… and that moment has arrived! Yoohoo! Two days ago I started some research and writing down some notes on what this rig has to offer to the world. It will be strongly based on ILION ANIMATION STUDIOS rig (because that’s the one I’ve been working for almost two years, and because it’s damn good and fast) and Jason Schleifer’s lessons about rigs creation (for Maya… cough cough).
Why a Custom Rig? For me this is a big deal, because I’m starting to know MAXScript… so it’s the best way to learn. This also forces me to… ok, I stop with parrot talk… but I’ll come back soon! BWAHAHAHAHAHAHA!
The video shows the beginning of my research: from some points adjusted to a character, a script is run for creating bones (with desired naming) for torso and FK arms which includes Local/World Orientation and Stretch properties. Yeah, still very rough…
‘Sticky Points!’
Filed in Rigging, January 30, 2008, 10:22 amThis is what I’m currently working on. The script allows you to create points that are attached to an object. You are able to deform that object (via any modifier or transformation), and the point will be stuck on the surface of it. BUT the big addition here is that you can animate the point on top of the ‘constraint’. You can use this feature for animating controls in top of your morph animation, as shown in the video. Some animators like this system, because morphs allow you to do a fast blocking of the animation, and then you can refine with the controls points… if needed.
There are still a few bugs I want to solve, and a couple of features I want to add… so keep tuned! ![]()
Hello world!
Filed in General, January 26, 2008, 8:10 pmUmmm… hey there! This is my second attempt to make a decent blog. I’ll try to post here all the stuff related to the little things I’m working on for my reel, as well as other things that may interest you.
Emmmm… ¡a las buenas! Pues como decía en “inglis pitinglis”, éste es mi segundo intento de tener un blog decente. Iré enseñando las cosillas que preparo para mi demo (así como anotaciones personales para tenerlas a mano desde cualquier lugar) y otras cosas que puedan interesaros.
¡Hop!

