Goon Rig Unvieled!

8 days ago - Sean Burgoon

Got some more work done on what I’m now calling the Goon Rig (play on my last name). The body is 90% rigged. All the advanced hand and foot controls are in, IK/FK blending is all set up as well as some of the FK assistance features (being able to blend between the arms and neck rotating relative to the chest or the character root) I used in the rigs I made for work. There’s also squash and stretch controls (volumetric optional) on the arms and legs, and I’ll be adding them for the head and torso most likely tomorrow. Also, arm and leg pole vector controls are optional, you can chose between classic twist controls and the pv nodes you see in the image above (click it for a much bigger version).

So my plan is to finish off the key rig features first so that I can get people testing it. Key features are all you’ll need to animate a character that looks like this one. That will include a full face setup and all the body controls. The next thing I’ll probably do is work on the picker interface for the rig along with phoneme and hand pose libraries. Next up will be body scaling so that you can easily re-proportion the rig using simple channel box sliders, then face scaling (think the character creator from oblivion) and finally a namespace manager to allow multiple instances of the rig within a scene (should already work fine, but this will allow the picker to detect the rigs in the scene and switch control back and forth between them). So yeah, progress is being made, and I’m really psyched about how it’s coming. Hopefully I can keep up the momentum.

News,

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11 Second Club July 08

20 days ago - Sean Burgoon

Finished up my 11 second club animation on my laptop. It came out better than the last one, but still too obviously pose to pose. I need to work on fluid, believable motion and subtle moves. I’ll take a break this month (since the new audio file is in Spanish) and try again next month.

Animations,

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Almost done...

24 days ago - Sean Burgoon

So with the 11 second club deadline fast approaching it’s no wonder my computer finally died. And when I say died, I mean it. Weird noises, random crashes, and finally windows database and icon corruption along with an inability to run Maya (just crashes immediately even after reinstall). Oh, and the power supply fan is dead. Luckily, the night before all this went into full tilt, I ordered a new computer (well, refurbished, because I’m cheap/poor) from Dell. Got me a nice quad-core xeon workstaiton with a Quadro video card… so when it gets here some time this week I should be ready to rock. For now though, it’s animating on my tablet PC time… which is a little tricky. Aside from that, here’s the current version of the animation. It’s getting there, (lots of big things I’d like to change, but too late for that) and I think with a few more lip-sync passes it will be ready to turn in. The rendering was actually very quick, thanks to Maya’s awesome hardware renderer. It’s almost exactly the same as the software render, but took about 45 minutes total instead of hours and hours. Yay hardware!

Animations,

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Spline Mode

29 days ago - Sean Burgoon

I took the animation into spline mode and it didn’t completely fall apart. I’ve only gone through and fixed up the first half (the second half is mostly just after clicking the spline mode button) but it’s coming along. A ways to go, but getting there, I hope.

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New End Gag...

39 days ago - Sean Burgoon

Just a few minor changes this weekend, most notably the end gag. I changed it to try and make it funnier and at the same time less distracting. Next up will be getting some more inbetweens in throughout, and some more detailed facial animation.

Animations,

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