The evil eye

What could pos­si­bly look more ridicu­lous than a grown up man in his early twen­ties pulling faces at the com­puter screen, much like the ones seen below?

If any­one caught sight of the inane frowns I’m mak­ing here lately, I’d surely be sent to the doc­tor, if not shut away altogether!

But it’s all for a good cause: Tatsu is now fully setup for ani­ma­tion using Final Rig and the last two days or so were spent cre­at­ing blend­shapes for his facial ani­ma­tion.
Who else but myself could I get to act out these exces­sively exag­ger­ated mimes?! At times I feel a bit like the infa­mous Emo­tion Eric, only that it’s (for­tu­nately) not my mug on dis­play in the end.

Regard­less, I’m hav­ing huge fun doing this, every once in a while burst­ing out in laugh­ter at the incred­i­ble gri­maces Tatsu is capa­ble of doing.
He has quite a broad range of facial expres­sions, mak­ing him able to con­vey all sorts of dif­fer­ent emo­tions from var­i­ous states of hap­pi­ness to the most sin­is­ter evil­ness con­ceiv­able. His dom­i­nant char­ac­ter trait lies closer to the lat­ter, so that’s where my main focus lies as you can prob­a­bly tell from the shots above…

Free character rigging tools

Ok, so I’ll admit it: I’m not a very good char­ac­ter rig­ger. Sure, I know the basics, but the process of set­ting up a char­ac­ter for ani­ma­tion just isn’t one of the things I enjoy doing… too much trial and error for my taste.
Set­ting up Bagel 2 wasn’t much of a chal­lenge and so I got away with a sim­ple sys­tem so clumsy it would prob­a­bly bring tears to the eyes of an expe­ri­enced rig­ger… and set­ting up a dragon is a whole dif­fer­ent beast altogether!

But since my main char­ac­ter model, the dragon Tatsu, is almost fin­ished, I was look­ing for (prefer­ably free!) tools to assist me in rig­ging the lit­tle guy. My quest on CGTalk and High­End 3D yielded results fairly quickly — here’s what I’ve been able to dig up, so far:

  • Crea­ture Tools
    Crea­ture Tools is a free tool new to me, but nonethe­less very inter­est­ing. The intu­itive ani­ma­tion sys­tem and some of the other bonus fea­tures look useful!
  • Final­Rig
    This one I’ve had the plea­sure of using before, and I remem­ber hav­ing a lot of fun play­ing with the “stretchy IK” fea­tures, allow­ing for a very toony style of ani­ma­tion. Seems tech­ni­cally mature and quite sta­ble. A bonus is the out-​​of-​​the-​​box sup­port for a tail (and wings), which could save me a lot of time. Plus, it’s free!
  • ani­Man
    Here’s another free rig­ging tool, but unfor­tu­nately the producer’s site hasn’t been acces­si­ble for what seems like for­ever. The sys­tem itself feels solid enough and the feature-​​set is impressive!
  • Char­ac­ter Stu­dio for Maya
    This one looks like a Chi­nese hack to bring 3ds max Char­ac­ter Stu­dio–like fea­tures to Maya. Appar­ently there’s no offi­cial home­page or any­thing of the sort and the whole thing feels a bit flaky… I’m stay­ing away from this one!
  • The Setup Machine
    The Setup Machine is the first non-​​free solu­tion I tried. Its fea­tures include builtin sup­port for quadrupeds, cen­taurs (!) and ten­ta­cles… noth­ing I’d par­tic­u­larly require. Still, sup­port for long necks and tails could come in handy. The boxy char­ac­ter con­trols were a bit lack­ing, in my opinion.
  • AdvancedSkele­ton
    Ani­ma­tion Stu­dios of Syd­ney, Aus­tralia, offer a trial ver­sion of their rel­a­tively expen­sive rig­ging solu­tion, AdvancedSkele­ton. Play­ing with the eval­u­a­tion ver­sion, I must say that of all the sys­tems I tested, this is the one I liked least. It sports a vast feature-​​set, but over­all it actu­ally felt less sophis­ti­cated than some of the free alternatives.

Then of course there are inde­pen­dent prod­ucts such as Motion­builder or messiah:animate, which are both out of the ques­tion at the moment due to their pric­ing.
So right now I’m lean­ing towards Final­Rig 1.2, mainly because of the inte­grated tail and also because I’ve used it in the past and am hence famil­iar with some of its quirks and their workarounds.

Should you have any other sug­ges­tions, I’d be happy to hear them!

And toony it is!

Just yes­ter­day I posted about hav­ing to cre­ate my mod­els in a much more styl­ized, car­toony way… so here’s an update on the cart from yesterday’s post:


Looks much bet­ter, no? I went ahead a redid the whole thing, this time aim­ing for a styl­ized look from the ground up. At first I tried to sim­ply ren­der the old model using toon shaders, how­ever that didn’t turn out sat­is­fac­tory at all, as there’s much more to the car­toon look than just slap­ping any ol’ toon shader on what­ever model you have.

For a while I had my doubts that 3D cel shad­ing could pro­duce the look I was hop­ing to achieve, but see­ing the result on this cart I now feel con­fi­dent that the upcom­ing (more dif­fi­cult) char­ac­ter mod­els will also turn out fine.

Fruitbasket

Var­i­ous types of fruit will play a major role in Sleep­ing Dragon, and because they’re easy to model, I started out cre­at­ing a few:


Here’s a peach, a melon and a strange thing that began as a biwa and ended up the bas­tard child of a kiwi and a rot­ten apple. It may be inter­est­ing to know that there are no bitmap tex­tures involved like you’d find in any 3D game — the lines on the melon, the sub­tle peach-​​fuzz and even the shape of the peach are cre­ated using pro­ce­dural tex­tures. If there’s any inter­est, I might cook up a lit­tle tuto­r­ial in the near future.


Another model I’ve done some work on is this cart. It may look pretty nice alto­gether, but it’ll be no good for my film because it’s far too real­is­tic!
I still have a hard time refrain­ing from mak­ing things look too real­is­tic… mod­ern 3D pro­grams tempt you by mak­ing it so easy! Any­way, I must remem­ber that I’m mak­ing a car­toon movie, so things need to look sim­ple and styl­ized. The fruits above are at least a step in the right direction…

Sleeping Dragon

Over the week­end my girl­friend Kayo came over from Bonn for a short stay, dur­ing which she helped me final­ize the story, remove incon­sis­ten­cies and really get the some life into the char­ac­ters! We had a good time act­ing out all the scenes and she seems to enjoy the story as much as I do, which is a good sign since she’s also my harsh­est critic!

We did some work on the musi­cal score, sort­ing out styles and tunes that deserve closer con­sid­er­a­tion. It’s cer­tain that it won’t just be tootling along in the back­ground, far from it! Musi­cal effects will be inserted with much con­sid­er­a­tion and only to empha­size the activ­ity on screen, tak­ing a cue from the way drums are employed in Japan­ese Noh theatre.

From a vast heap of ideas we finally chose “Sleep­ing Dragon” to be an apt title for the film. No, it’s not exactly the most cre­ative or even fancy name pos­si­ble, but it does suit the story well with­out giv­ing too much away ahead of time. And think about it: Even Shake­speare and Goethe got away with nam­ing their plays after the main characters!

So now that the story is final­ized and I have a lit­tle free time in the upcom­ing weeks, I’ll start mod­el­ling the set­tings and the char­ac­ters. The envi­ron­ment will be mostly painted any­way, so this should be done pretty soon.
For the few scenes where cam­era move­ment is involved, I intend to use an inter­est­ing tech­nique called cam­era map­ping, which unfor­tu­nately I have lit­tle expe­ri­ence with. Expect a post con­cern­ing my research on cam­era map­ping soon!

Watercolor minus water

Paint­ing water­col­ors is a lot harder than it may look… espe­cially when there’s not a sin­gle drop of H2O involved!
Over the week-​​end I tried to sim­u­late the look of Chi­nese or Japan­ese water­color paint­ings using good ol’ Frac­tal Design Painter, with very mixed results. Some of the effects of water­col­ors can be achieved with rel­a­tive ease, but oth­ers I was sim­ply unable to repro­duce. I’m cur­rently down­load­ing the trial ver­sion of Corel Painter IX, which sup­pos­edly includes a much improved water­color engine… and per­haps I need to spend on a new graph­ics tablet, my Graphire 2 being a few years old and lack­ing newer fea­tures such as tilt sen­si­tiv­ity, which should improve my paint-​​strokes quite a bit.

The back­grounds in my film will be painted mostly in a style inspired by tra­di­tional Japan­ese land­scape paint­ings, so achiev­ing a con­vinc­ing effect will be essen­tial to the out­come of the final product.