The Lady and the Reaper
Filed in General, March 31, 2009, 11:00 amFinally, I’m able to show here some non-definitive pics of the project I’ve been working on for the past year: it’s a short film made at Kandor Studio, where I did the rigs for all the characters and all the props and tools for animation and tools for modelling and skin fixing and… phew, lots of efforts of mine there! I’ve learned a lot during the making, because I started working on the project with almost no knowledge on programming. It will be released soon…
freeDeform
Filed in Scripts, March 16, 2009, 4:52 amAnd here it comes another awesome post about deformation tools! A kind folk from Norway, Mads Ringal a.k.a. ‘erazerhead’, has reworked my ‘gDeform’ script a little so it uses Illusion Catalyst instead of LBrush. The main advantage is that the methodology of tweaking the mesh can be achieved now with free tools. Mads has posted a video showing his stuff here:
So don’t forget to grab ‘Illusion Catalyst’ plugins made by Enrico Gullotti for making it work: they are a great tool!
http://www.illusioncatalyst.com
And finally here is the script:
Thanks to Mads for his effort!!!
gDeform release – gridDeform (III)
Filed in Scripts, December 2, 2008, 5:07 pmAfter some tries to use a grid as a deform method for an object, I decided to go other way and use LBrush for deforming the geometry. This script is not free, but you can grab a 45-day trial version at joealter.com. Remember also that you will need MorphX2 modifier too (look for it at lumonix.net) if you want to use this tool (do not worry, it’s free). Some creepy errors could happen if you don’t owe both of them!!!
Here is the link to the script. Just uninstall it and run the .ms file from MAX: gDeform
And a little video that show what the tool could be used for…
gDeform – How To from Iker J. on Vimeo.
Feel free to comment any bug related to the script
gridDeform (II)
Filed in Rigging, November 23, 2008, 4:46 pmLast saturday, instead of partying all night long, I decided to move on with this tool and make it more user and production-friendly. I was motivated by the AniSculpt videos from Daniel Martinez Lara a.k.a. ‘pepeland’. The interface is a bit different, since he directly sculpts on the mesh, and I use a grid for tweaking the shape, but in the end all points to get more natural sillouettes and poses on the animation.
One advantage over Dani’s method is that with ‘my’ method it’s possible to tweak the animation ‘below’ the deformation, since the rig is still there (Dani works with a cached mesh). I’m still thinking about ways to make it faster and stronger, so I hope to show more updates as soon as possible
gridDeform – wip3 from Iker J. on Vimeo
Sketching (I)
Filed in Doodles, October 15, 2008, 1:58 pmSome recent projects…
Filed in General, September 27, 2008, 5:43 amHere are a couple of projects I’ve been working on Kandor.
- ‘The missing Lynx’ is a feature-film movie that is going to be on cinemas… these Xmas! ¡Todos al cine a verla estas Navidades! I did some additional rigging and fixes on some shots (when I arrived to the company the movie was almost finished).
- ‘Puleva: bailando en la terraza’ stands for a milk company commercial. I did here the skinning and rigging of all the characters.
Enjoy, and sorry for the crappy quality (sigh) of the videos.
More, more!
Filed in Rigging, September 18, 2008, 6:08 pmHere it comes: the first version of my ‘fRig’ (dude, I love capital letters in the middle of the words
. This is the (at this moment) result of almost 6 months of work, on the way between home and the studio. Things can always be improved, and that’s part of my job! I don’t know who is reading this, but you have to know that without the people at Kandor and CGTalk (and some pals from Ilion) this wouldn’t have been possible. And, WTF, I did know nothing of programming and I spent days and nights at home learning on my own. I want part of the merit too, muahahahahahaha!!!
Oh, by the way, this is not a demo reel that tries to get a job for me or anything. So no mail nor phone, because I’m pretty happy where I am now
fRig Progress Reel from Iker J. on Vimeo.
Mi primera versión funcional de ‘fRig’ ya está aquí. Contiene muchas de las cosas que he querido incorporar, así como muchas (ojalá fuera todas) de las que los animadores me han pedido (en el fondo sabéis que os quiero). Es el resultado de 6 meses de trabajo a caballo entre el estudio y casa. Teniendo en cuenta que en enero no tenía casi ni idea de programar creo que la cosa tiene su mérito… ¡pero no me detendré ahí! ¡Muahahahahaahahha! Queda todavía, como siempre, mucho por hacer… Y sólo pretendo compartir lo que llevo hecho (que dista de estar acabado). No busco trabajo, de ahí que no ponga ni el teléfono ni el correo en el video. Ahora mismo estoy donde debo estar…
It’s moving!!!
Filed in Uncategorized, July 10, 2008, 9:11 amThis is one of the tests that the animators at Kandor are doing to the rig. The rig has been generated using MAXScript, and in some days I’ll show some of its features. Although it’s gonna to be improved everyday… it can be animated!!!
Ernesto tests my rig! from Iker J. on Vimeo
Éste es uno de los ‘tests’ que los animadores de Kandor están haciendo con el ‘rig’, que se genera completamente por ’script’. En breve mostraré alguna de sus características, porque cada día que pasa arreglo fallitos e implemento nuevas mejoras y soluciones. De momento, ¡puede ser animado, que no es poco!
gridDeform
Filed in Rigging, June 15, 2008, 10:13 amHere comes another little tool! It’s based on Bernhard Haux’s deformation reel (see here). The script creates a 2D grid perpendicular to the point of view of the camera and it lets you deform the selected object. For the moment it only works with non-animated.
gridDeform – wip2 from Iker J. on Vimeo
He aquí otra pequeña herramienta. Está basada en la que presenta Bernhard Haux en su ‘reel’ de deformación. Crea una rejilla 2D perpendicular al punto de vista de la cámara, permitiendo deformar el objeto seleccionado. De momento, sólo funciona con objetos que no tienen animación.
Real- time Dynamics in MAX
Filed in Rigging, June 1, 2008, 1:18 pmThis is what I’m playing with at home: Verlet formulas to get real-time feedback in the viewports. This is the first approach, and although it seems to work, the code in ths script controller is dirty and the system stops working when hiding some of the participating objects (¿?). Oh, and the video is recorded over the frame 5000 to show that this spring solution is faster than the one that comes with MAX B-)
3DSMAX Real Time Dynamics – 01 from Iker J. on Vimeo
Esto es con lo paso el tiempo en casa: las fórmulas de Verlet aplicadas a objetos para poder obtener dinámicas en tiempo real e los visores. Lo que muestro es la primera aproximación y, aunque parece que funciona, el código del controlador es bastante sucio y todo deja de funcionar cuando, por ejemplo, oculto algunos objetos que participan en el sistema (¿?).




