background preloader

Reference! Reference! - free database for animation

Reference! Reference! - free database for animation
Related:  Animation and Rigging

Create Film-Like Animations with Autodesk Maya and Adobe After Effects Step 1: Create Your Composition Before you do anything else, it’s extremely important to plan out your scene. First, make sure you’re happy with the overall composition. This will give you a better idea of the scene and will keep you on track toward your goal. It will also make it easier to flesh things out later on. Step 2: Create a Matte Painting Once you have your composition laid out, it’s time for matte painting. Step 3: Break the Matte into Layers Group the layers so that the different elements of the matte are kept together. Step 4: Import the Matte into Maya and Set Up the Scale of the Landscape Import the matte layers on surface shaders into Maya and place each one on a plane. Step 5: Use Camera Projection to Set Up the 3D Elements and Replace Your Foreground We created our matte with a foreground hill that falls off into the mid-ground. Step 6: Animate Camera and Foreground Elements and Make Particle Systems for Background Elements Step 9: Composite Elements and Add Effects Shilo

Tech Art and Stuff: How To : Animate Cranks and Pistons in Maya A recent project I worked on required the modelling of an animating crank and a piston similar to those used by steam locomotives. Engines that use pistons as a power source need a way of converting the back and forth (reciprocating) linear piston motion into rotational motion. Cranks are used to do this and these are connected to points that are offset from the main rotational axis on what is called the crankshaft, and these in turn are connected to the pistons. The crankshaft is the part that receives the rotational energy. The system will also work in reverse, turning the rotational movement into linear. So that's how it works in the real world, so how do we translate this into Maya? For our purposes, we'll use the rotating crankshaft to drive the animation and there's a few ways we can go about this; using constraints, using set driven keys or using expressions. Expressions (unfortunately) are the only way we can solve this accurately. So here's the investment part, the maths...

Game Rigging - maya rigging wiki basically the principles are the same but games are more restricted in what you can use to create the deformations you require. basically we use joints for everything as the engine can build joints cheaply (sometimes we use blendshapes (morph targets) but in some of our engines were limited n the number we can use, and how many can be used simultaneously, so we avoid these if we can). but unless the programmers have coded in support an particular deformer, or setup an in game real time deformer, you cant use things like lattices, clusters, wraps, dynamics.... ect also one of the main things we do is keep the joint hierarchy separate and clean, as in a joint can only be parented to another joint (not a group under another joint with an offset position) well that's how Ive found it although there are some people who stick to anatomy, but when it boils down to it all if it deforms better that's the right position. (andylt1) The key difference is this: (eek) (Brighton) (JamSession) (NolanSW) Crysis

Ultimate Rigs - Maya rigs, Maya Character rigs, Free Maya rigs Maya Rigging Tips and Tricks 2.43K Views0 Likes Maya Rigging Tips and Tricks by Daryl Obert This is rigging video on Maya tips and tricks Daryl Obert presented at AU/CAVE 2013. These are aimed at the beginner to Intermediate Maya user but old pro's will probably g... Making of Disney’s Frozen Snow Simulation 44.91K Views0 Likes Making of Disney's Frozen: A Material Point Method For Snow Simulation Snow is a challenging natural phenomenon to visually simulate. Free 3D Character Rig Creation 26.32K Views0 Likes Free 3D Character Creation. Walt Disney Animation Studios – Technology Papers Videos 20.53K Views2 Likes Walt Disney Animation Studios - Technology Papers VideosAn Artist Friendly Hair Shading System This paper introduces a novel approach for creating an art-directable hair shading model from existing physically bas...

animation transfer <---Back So you need to transfer animations between scenes... First off you need to add the animation import/export plugin (yes this will work on PCs and OSX). Go to your object which has the animation already in it. Select the master node. File>Export [] Open your new scene... file, or select a different object within your current scene. Now select the arrowed cross on the new figure...File>Import [] Done... Kinect Motion Capture Tutorial Tutorial 4 : Kinect Motion Capture Recording and Cleanup Disclaimer: This guide was created by Reuben Fleming, a free-lance Animator and 3d Artist. does not own this guide. For this tutorial you’ll need a PC, a copy of Motionbuilder and a b. You’ll also need to go to this site: Calibrate the tracking software so you can see white dots over your body. 1: Capture a take in Motionbuilder. 2: Once you’ve captured your animation turn off the live option in the Kinect device and create an Actor (See tutorial 2 for more info on actor creation and editing) 3: Find a pose in your animation that’s quite neutral then move, scale and rotate the Actor into place so it matches the Kinect skeleton (Tip: Try and rotate limbs on a local axis. 4: Create a new marker set for the actor. 5: Hook the Kinect skeleton bone joints up to the Actor marker set joints (Alt drag) 6: Make sure all Actor objects are orientated (Tick boxes) 7: Check the active tick box.