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

23 Jul 2015

Witcher 3: Wild Hunt

Because of the naked vampire creature we developed some muscle technology. I think the result is good enough, but need more work for perfect outlook. Check it out!

31 Mar 2015

Assassin Creed: Unity

We hade a long and grueling half year when were working on Unity. Lots of characters, crowd and shots. I was responsible for eagle rig. We had to solve the feathers to look so cool because we can see really close. We got a tons of experience on this project how to build a realistic bird that easy to animate. We tried many different ways while found the best one. I hope you liked it!


Assassin Creed: Unity trailer

25 Dec 2012

Halo 4: Spartan Ops episodes by Axis animation

Halo 4: Spartan ops episodes the last project that I worked on at Axis Animation. I was resposible for deformation of techsuit on spartan ops. Enjoy!

Spartan Ops - Episode 1

Spartan Ops - Episode 2

Spartan Ops - Episode 3

Spartan Ops - Episode 4

Spartan Ops - Episode 5

CG Society news - Halo 4 Spartan ops by Axis Animation

15 Oct 2012

Nested Attributes

If you want to create nested attributes you need to take care of unique attribute names, because you can call it from the root. When you want to create an attribute with the existed name you will get an error. I had this problem when I created a really deep coumpound attribute.

In the example the sphere is a pymel object.

WRONG attribute concept name:
sphere.position.X

CORRECT attribute concept name:
sphere.position.positionX

Calling:
sphere.positionX

# =======================================================
import pymel.core as pc
plane = pc.polyPlane()[0]
plane.addAttr('sphere0', at='float3')
plane.addAttr('sphere0pos', at='float', p='sphere0')
plane.addAttr('sphere0rot', at='float', p='sphere0')
plane.addAttr('sphere0scl', at='float', p='sphere0')
# =======================================================

19 Apr 2012

3 vs 1 channel node attribute

We found a new bug in maya.  If you want to connect maya nodes, create connection directly between one-one channel. Sometimes Maya gives wrong value if you connect compound attributes.
Wrong
Correct

7 Apr 2012

Skeleton connection

I have seen a lot of tutorials to solve connections between joints with parent constraint. I think is bad because if you want to animate the switching the translation has a linear movement and this is very bad. Check the pictures what I am speaking about.
I suggest to use blend nodes for purpose. There are twoBlendAttr or blendColors nodes. The twoBlendAttr is useful between only two attributes and the other one is for compound attributes. So now we will use blendColorAttr node to connect two joints.

And the result is that we wanted.

I hope it is handy for you.

27 Feb 2012

Maya bugs and solutions

Save Maya files
Maya has a little bug to save out data to network. actually it's not a bug just too slow. At every company the data is written to the network nobody works with local data. The solution is nice and easy. Just save the file to the local space afterwards copy to the right place and delete the temporary file. Of course this is useful in case the data saving is automatized. The difference is quite massive.
Cheers Marco the notice.

4 Aug 2011

Transform or Shape selection

There is a little bug in maya. You have a hierarchy and a transform node is referenced. If  you have under this node mesh, curve or surface with multiplied shape you can't select the transform node in panel-view just the shape. (You can select just in outliner)
The solution you need to make reference the shape whenever possible.