Sunday, 10 March 2019

Rigg fully completed and getting ready for animating! (Last checks)

I have completed the Rigg for the Mountain King. I can even switch between the four different views, using just one file! Skinning and rigging all the sides was a long and hard process but totally worth it in the end. I feel more confident working in Maya and am starting to trust my own abilities more.

Before I start animating there are a couple of things that need a fix. For example when I move the arms in the front and back view, the shoulders planes detach a bit from the top half of the body. I don't want this to spoil the illusion, so I will get help with this. I also need to clean up my 'source images' folder to get rid of everything I'm not using. Once these final fixes are done I should be able to start animating!

Front View Rigg

Back View Rigg

Left View Rigg

Right View Rigg

Four different views - controls in channel box

Friday, 8 March 2019

Left Side View - Facial Rigging Complete!

I have completed all the facial rigging for each model now. The files need a clean up and check, I want to make sure all my riggs are ready to use properly. 

With Alan's help I am hoping to put all the sides to the Mountain King in one file, this is so I can switch between the sides easily whilst animating.

The Facial Rigging Process:


Step 1 - Create and connect new mouth attributes 

Step 2 - Make drop down menu for eyes

Step 3 - Check channel box 

Step 4 - Connecting the eye expressions in the connection editor

Eyes Open

Eyes Half Open

Eyes Closed







Thursday, 7 March 2019

Right Side View - Facial Rigging Complete!

I have completed the facial rigging for the right side view. However, I'm getting confused with how to parent the eyes, mouth and eyebrows to the head. I cant seem to make them move with the head?

Here is the process:

Step 1 - Create individual mouth planes

Step 2 - Connecting and making mouth controls

Step 3 - Check to see if they appear in channel box

Step 4 - Create drop down menu for eyes

Step 5 - Connect the textures in connection editor

Step 6 - Check to see if it all works in channel box

Eyes Open

Eyes Half Open

Eyes Closed

Wednesday, 6 March 2019

Facial Rigging - Test Run Playblast

Front_Facial_Rigging_Testing_Final from Jennifer Ball on Vimeo.

Front View - Facial Rigging Complete!

The Process - Mouth

I have created a facial control for the eyes and mouth. I did different planes for the mouth because each plane has its own 'mouth expression'. Adding extra attributes means I can scrub the different planes off and on.

Step 1 - Create different planes

Step 2 - Add extra attributes 

Step 3 - New attributes should appear in channel box

Step 4 - Connect attributes in the connection editor

Step 5 - Contacting the visibility to each expression 

Step 6 - Ready to use!
The Process - Eyes

The eyes were a little different to the mouth because I created an image sequence on one plane, so I can switch between the different textures such as opened, half open and closed eyes. The eyes have a drop down menu for this.


Step 1 - Adding new attributes

Step 2 - Make sure they appear in channel box

Step 3 - Rename texture correctly to work with channel names

Step 4 - Check closed eyes in channel box

Step 5 - Check open eyes in channel box

Step 6 - Check half open eyes in channel box

Step 7 - Ready to use!


Tuesday, 5 March 2019

Setting up more scenes

Rendered Image

Setting up the scene

Setting up the 'expanding shape' scene

Initially the three kings were were going to fly up once the shape expanded but seeing as the music is deep and low at this point I thought it would make more sense for them to fall down. Once they are have fallen out of shot, the audience will be taken to the next shot where one of those mountain kings lands onto the 'rocket shape.'

Setting up the scene

Rendered Image