Wednesday, 25 April 2012

BA Work placement - day 1

For my work placement, I'm working for an AV company (which I must refer to as BA).  We've been given a bunch of tasks, some of which I can't talk about yet, so here's the first day's progress.

  • Modelled an object that I will animate exploding (no further details allowed yet)
  • Looked at abstract animations for inspiration when making short animations for a VJ pack

Tuesday, 24 April 2012

Maya Dynamics Tutorials 7

Direction Control
Size Control

Simple Drop
Controlled Drop

Monday, 23 April 2012

Saturday, 21 April 2012

Maya Final Gather Tutorials

Final Gather
Final Gather
Optimised for Animation

Global Illumination

Software Caustics
Step 1

MentalRay Caustics


Physical Sun and Sky
Sun Disk Size
Haze Test Strips
Red/Blue Shift Test Strips
Saturation Test Strips
Shadow Smoothing Test Strips

HDR Lighting
Airbase HDR Map
Meadow HDR Map
Street HDR Map

Maya Displacement Tutorials

Maya Software

Mental Ray

Mental Ray (Non SubD)

Mental Ray (SubD)

Mental Ray - NURBS

Maya Depth of Field Tutorials

Camera Controls

Focal Distance = 15
F Stop = 10

Mental Ray Depth of Field

Mia Bokeh Lens

Z Depth Pass

Motion Blur Tutorials

2D Motion Blur

3D Motion Blur
Blade angle 50
Blade angle 180

Mental Ray Motion Blur

No Deformation, Motion Steps = 1
No Deformation, Motion Steps = 5
Primary Render: Rasterizer (Rapid Motion)

Game Character UV layout tutorial

UV Map

Game Character Modelling Tutorial Step 3



Thursday, 19 April 2012

Transcription Project - Technical Paper: Tail Rigging

Because the tail is made up of a series of hinges, each with only one degree of freedom, the tail rig has a joint at the pivot of each hinge.

Each joint then had two of the rotate axes locked, so it can only rotate in the same direction as the model hinge.

Add a IK Spline Handle and control clusters
IK Spline Settings

 IK Spline is now constrained so its motion matches the limitations of the model

The same technique was used to rig the spine