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Roles that were undertaken where creating dynamics and


creating/rigging and skinning own robot module for the group
project.
































First it was decided that each of the team do one of their own robot
each as shown on the above left, then later it was abandoned and
we all created one from the a base robot so they looked similar but
not exact shown on the above right.
Then rigging the robot shown on the bottom left in Maya by
parenting the joints of the skeleton to the mesh, later creating a
Human IK Rig in MotionBuilder.
Additional Features added to base mesh
shown above
Original Robot above
Final Used for FX team robot above
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Also testing out a combination of a smooth bind and a skin rig
using a smoothed skin bind-to connect the skeleton to the Mesh
on the first robot 'original robot' shown on the top left of page 1.
Which worked out fine in playback with the motion capture
applied to it and had no issues like the second robot .
One main issue with the Rig on the second module shown on the
top right of page one when testing the motion capture data, was
the right leg as it was not moving correctly with the rest of the
body it would go its own way.
This was resolved with deleting the rig for the right leg and
duplicating the left side in Maya after that it worked just fine.
Recreating the scene needed to apply the robot and Dynamics in
Maya shown above, choosing to project the scene onto a modelled
surface and a frame of the shot to apply it to.
The debris was created by using a cloud particle render shown on
top of the below page, then adding a particle cloud node to render
out and take to composite in After Effects.

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The density and transparency of the mesh was quite strong and
did not look the same as it did in the render-view like it did in the
Hardwar Render Buffer shown on the bottom left.
In the end the use of reducing the Tweaking the Blob Map and
translucence helped a little and it was completed by applying and
tweaking a curves effect in After Effects shown at the top of the
bottom page.
Also controlling the rise and size of the particles by key framing
the Radius and using a radial field shown below.

Key Framed Particles shown above
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Render View Shot above.
Lastly adding the Projected shot and the Dynamics sequence
separately in After Effects shown above, using a animated Mask
to better position the dust in the scene imported from Maya.
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https://www.youtube.com/watch?v=8HgeiDWmXHk&index=1&list=UU_7_dpp90GIrVzWoiIMTkkA
The render of the Dust from Maya looked hardly noticeable in After
Effects playback so the contrast was increased with the Curves tool,
to make it stand out more sown in the adobe snapshot.
Then Rendered out as 2K File for the rest of the Grope to add
shown in the link below.

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