Just signing in to drop off a video of some animations I’ve done for a lil’ video game that my team and I are working on in a class of mine. I guess you could say we never did agree on a name for this character– we started off calling it the spider demon and somewhere along the way it became the manspider (since spiderman is, of course, already taken and very well-known), so I tend to compromise by calling it the manspider demon. Anyway, I rigged and animated this spider guy and have had a bit of fun doing so!
In my animation class this semester (3D Animation IV) our first major assignment was to participate in the February edition of the 11 Second Club competition! This marks my first time as a participant, and to be honest, well… I really wasn’t a fan of that particular month’s audio clip. It was a line spoken by Matthew McConaughey on the TV show True Detective. You guys, I don’t even know. I had a difficult time generating an idea for this line, and before I knew it we were 1.5 weeks into the competition/assignment and I was still storyboarding, so in the end I had to just pick something and go with it. Anyway, tried out the Morpheus rig this time. He isn’t exactly my favorite to work with, but I liked him well enough. Anyway, enough about all that. Here’s my animation.
It finished at #88 of 205 entries, so 11 Second Club was kind enough to stamp a little “Top 100” ribbon on the video, hah. It’s funny, a classmate and I actually placed just two slots apart from each other. Pretty neat! I’ll be keeping a closer eye on 11 Second Club from now on, and if one of these months they post an audio clip that really grabs me, I will absolutely go for it. I’m confident that I can make something much better given the inspiration.
Here’s the storyboard:
Ahh, it’s time for my rendition of the good ‘ole floursack animation test. The point of this exercise was to show acting and emotion in a character that lacks facial features… hence the floursack. Thanks to Joe Daniels for the rig!
Just dropping off a couple of animations today. First is a lioness walk cycle. This was an in-class assignment to animate a quadruped walk cycle, which I was totally happy to do because I adore four-legged critters and creatures of all kinds… real and imagined. I had done a horse walk cycle before, so I decided to do a lion this time to try and capture the fluid, relaxed way that they move (a horse’s locomotion is typically more controlled– not stiff, just not as free as the felines tend to be).
Next up is a series of horse animations that I’ve been playing around with lately, on and off. Really, all I set out to do was a quick animation of a horse scratching an itch on its hind leg– from there I just kept on adding to it because, well, I love horses. That’s enough, right? 🙂
Our final project for this class was to create a short animation of this Brute Warrior lifting his axe from where it’s embedded in a rock. The Brute Warrior was modeled by David Jennison (http://www.davidjennisonart.com/) for use by ACC and its students, and I believe rigged by my instructor, Brandon Lackey.
Playblast in Maya:
Final animation, composited and rendered in Adobe Premiere:
Hey, everyone. I realize that I pretty much abandoned this blog as of June 2013, but I’m going to make an effort to resume posting my progress here. In fall 2013 I moved to Austin, TX to continue studying 3D Animation at the Austin Community College Game Development Institute. I took four classes that semester and failed to post anything about it here! For shame! So I’m going to make an effort to get caught up.
First, there was Introduction to Technical Animation & Rendering, a.k.a. Intro to Maya. I had already learned the basics of modeling and animating in Maya at Richland College in Dallas during the spring semester, so this class was more remedial than anything else. However, I did learn a few new and useful things and met some good people.
We began with an extremely simple exercise: modeling and applying colors to a lineup of primitives.
After that we modeled a bunch of pots. This was time-consuming and very tedious, but a good learning exercise in my opinion.
The final product of this pots assignment was the very short rendered video below.
This video has been removed. Updated demo reel posted HERE.
It’s about time, isn’t it! I finally have something that I hope is solid enough to be called my first demo reel for animation. It’s mostly horses and dinosaurs at this point, but give it time and I will absolutely be adding more as well as improving what’s already there. And while I’m at it, it sure would be nice if I could get this poor horse a mane and tail…
Thanks for watching!
Just swinging by to drop off a few things. The image above is the finished product of my final group project in this semester’s 3D Modeling class. My three group members and I were to build a scene of our choosing, with each of us contributing 3-4 assets to the scene. We decided on a graveyard. Everyone sent their assets to me and I put everything together, added the sky in the background, set the lighting, and rendered out the final photo to be submitted to the instructor. Click on photos to see them larger.
My models are posted below:
I partially rigged the crows (created skeletons and bound them to skin) so that I could pose them.
Well! This short video featuring the zombie deer is about as done as it’s going to be–unless I decide to return to it at a later time for improvements. No doubt there is so much more that I would love to add, alter, etc, but this is what the group and I were able to pull together by the due date and under the weight of other class projects I lack the time to do anything further to this one right now. I am pretty happy with it overall, considering. My instructor has offered to post it at the game department’s new website when it goes up (currently in the works), which I think is pretty exciting. 🙂
My role in this project: Responsible for all animation. Modeled, unwrapped/UV-mapped, and rigged the deer. Made some adjustments to the deer texture/skin given permission by Lizzie, our primary texture artist. Added sky to the scene. Created cameras and lighting. Rendered and edited video and added soundtrack. Did some quick skin weights retouching on the Huntress upon receipt of model.
Soundtrack: “Dark Spirit” published by Freeplaymusic, BMI
Software: Autodesk Maya, Adobe Photoshop, 3D Coat, XNormal, Windows Movie Maker
Hello, everyone! In my GAME 1303 class, Intro to Game Design & Development, we’re in the middle of a group project of sorts. My team and I have been tasked with modeling, texturing, rigging, and animating a short scene of our choosing. We decided to show a woman (Huntress) hunting a seemingly healthy buck, only to discover after putting an arrow in it that the deer is, in fact, a flesh-hungry zombie. And thus the hunter becomes the hunted– cue the ominous music.
Believe it or not, the zombie deer was not my idea, despite it being exactly the kind of thing I am interested in. As a result, I’ve been pretty enthusiastic about the assignment throughout. So far I have modeled, UV-mapped, normal-mapped, and rigged this deer– another member of my group did the textures and I made a few adjustments with her permission to do so. I will be animating it this weekend, I hope.
This zombie deer is out for blood and is very excited about it. Just look at that big, deranged grin. I have affectionately dubbed him Snakejaw.
Below is the model as it was first created in Maya:
After applying normals and adding a lower jaw and teeth:
And this is what we’ve ended up with, pending a few final adjustments to the skin/texture.
Here’s the deer’s good (seemingly healthy) side: