Maybe That For Now

First, a quick update on the car issues from last week. It is all fixed. It needed a new battery and a new starter and no tires, and no oil change. Got lots of miles until the oil change and tires in good shape just needed a rotate and balance. So while still expensive, not near as expensive as it could have been.

I got the urge to work on some 3D modeling so decided to start on the CrabbyPlant that I showed the sketch of last week. I figured I am going to want to animate it, or at least pose it at some point so I wanted to model it in a neutral-ish pose. So I started out trying to make the leaves straight up, thinking that would be the easiest for creating bones. It was coming along, I got the two inside most leaves created and started working on the next one out and changed my mind. I was having some trouble with that third leaf and I started thinking that maybe I should start from the outside leaves and make them all straight out flat. So far I have only one leaf done that way. Those are the pictures in this post, a couple with the leaves up, and one with the one leaf flat.

And then I had a whole flurry of thoughts, ideas, and possible solutions while in the shower. Oh, and on a day that I wasn’t going to be able to do much about them for many, many hours. A few things were solutions for some things I was having trouble with on my second project for my VR class. Most of those didn’t pan out but I still found a solution to at least one of the problems. The other thoughts were about 3D projects, including the CrabbyPlant. For the CrabbyPlant to work really well with an animation rig, it’s going to need basically a spline rig. Something where all the bones follow a spline. In the rigging tutorial I use there is an example of that for the spine of the character. However for CrabbyPlant, every leaf will need it and probably the stalk, not sure about the eye stems. For now, I’m going to model CrabbyPlant in pose and later I will will rework the plant so that I can rig it. I’m not sure which way will be best, with the leaves up or the leaves out. Guess I’ll figure it out when I get to it.

That solves the CrabbyPlant issue. Now I just need to get working on it. By the way that spline rig is the same rig I’m going to need to use for Walter the Worm Guy when I rework his rig. If I do him first, I’ll have a little more practice with it. Of course with 6 leaves and a stalk at minimum, I’ll get quite a bit of practice with CrabbyPlant as well. The other issue I’ve solved is Funkatmyer. I really want more than just the Snowman, Walter, and Sticks on the Holiday card this year. So I think I’m going to save out a file of Funkatmyer with a different name, so I don’t mess up the nice T-pose file. In the new file, I’m just going to pose him as I want him for the card and then I’ll give him some nice holiday colored clothes.

Like with getting back to CrabbyPlant, now I just need to get onto those items. Pose Funkatmyer, put together the holiday scene with everyone in it and get that all dressed up. I had thought I was going to have most of that done already but it is vacation from the day job and a little fun and relaxing has to happen in there. Also, I have the second assignment for my VR class to finish and submit. I’m down to one requirement that I have to get working right and then I may add an extra or two. That’s next up to be worked on. If I get it submitted then I think I might take Wednesday or Thursday, maybe both, and work on the holiday card stuff. At least that’s the plan. You might want to check back and see if that’s how things actually go.

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Not What I Planned

Well this is not what I planned. Oh well. It’s vacation from the day job, I’ll just roll with it. At least I didn’t have to be somewhere. There’s no point in fighting it.

Oh! Hey, did you see the eclipse? Did you stop to look? I did. It was cool. I ordered glasses for it like 2 months ago. I’m really glad I did. I started hearing, about 2 weeks ago that they were really hard to find in my area. I bought a few extras so I was even able to share. I didn’t just have the glasses though. I even made a pinhole viewer from some cardboard. This turned out to be a really good idea because we were able to watch the change up to as close as we were going to get to totality without getting a crick in our necks. Then when it was really close we put on the glasses and looked up. Where I live I had roughly 98.4% totality. That turned out to be enough to get to experience the temperature drop and to see the lighting change drastically. It was really cool to see. I tried to take a couple of pictures. One of the sun through my eclipse glasses, using my phone. It’s a bit not clear. But I tried. I also got a picture of the sun on the cardboard through the pinhole. It’s really tiny. The whole thing was really fun and a great day for science and NASA with there being so many events and so many people interested in it.

That’s my big lead this week because that’s really about all I’ve got to share for pictures. I started an online course in virtual reality this week that is going to take a fair bit of time each week for about 2 months. I’m still working out how I’m scheduling things and I some how managed to work on the class on a day that I had meant to work on art. I’ll get it figured out. But what it means is that the only other art I got done this week was this little sketch I did during a meeting at the day job. I think it’s kind of cute and  it will be fun to develop it.

I still need to get the rigging for Funkatmyer started. Though I am thinking about getting the Holiday card created with everyone who is ready and maybe just give myself a little more time so I get Funkatmyer just right. It’s not just the rig. He still needs materials as well. So he might be a lot farther from being done that I like to admit. However, I have an idea for using a shot of Funkatmyer with no pose and no materials on my business cards so I might get that set up. Then I can get going on those business cards I’ve been meaning to work on all year.

What didn’t go as planned? Well the car repairs. Or rather the need for them. I had been planning on getting new tires while I am on vacation, however, I had not planned to do that so early in the vacation. It seems the car had other plans. I had a little difficulty with it starting for a couple of days and then I went start her up to drive for us to go get food after the eclipse and the car wouldn’t start. Now, in addition to new tires, it looks like she will be getting either a starter or alternator and I suppose while she’s there, I might as well do the oil change. So no, not as planned. Then again, I’m on vacation. I’m home. I don’t have to be anywhere at the moment and even what I have planned, doesn’t have to happen. So I’ll just roll with it and hope it’s not too big a repair bill.

I have no idea if my plans for this next week will go any better. I hope so. For now I’m off to deal with an itchy nose, decide which program to use to work on that weird little plant guy, and work more on my VR class. Come back to see how that turns out.

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A Little Closer and Getting Ready

I’ve said this before, I’m always hoping and wanting to get more done than I usually do. I was even on track to do just that this week. And then didn’t. This week it’s ok. I am preparing to start an online course that I really want to do well in. I’m trying to get everything ready so that I have enough time set aside for it. As a result, I’ve had to rearrange when and how I do things.

I signed up to take this course that is expected to take 10 to 15 hours a week. At least I think that’s what it said. And I watched a video they sent of another student talking about one of their projects from the course and they said the one project took them all day. So yeah. Need to make sure I make the time. I’m looking forward to it. It’s an opportunity to refresh and interest and some skills that have rusted a bit. It could even lead to new ideas of things to create. The course is two months and I still need to get that Holiday card ready. So things could get a little crazy.

At least I’m a little closer to getting the Holiday card ready. I got Walter, the Worm Guy all rigged. I had a few issues with that. I’m a bit out of practice with the whole skinning and weighting process in 3DS Max. I couldn’t remember how to get to one setting I was looking for so I had trouble getting really fine adjustments to some of the weights. As a result, you can see in this first render, some of the transitions between body sections weren’t as smooth as I really wanted. Oh had I had a little trouble with the eyes at one point. Even though they are grouped with the body, when I skinned the bones and then moved them the eyes rolled back in the head funny. I had to actually skin the head bone to the eyes as well. Then it was all good. It’s not ideal. Ideally I would setup an sub-rig sort of thing for the eyes and have them move with the head but also be able to look around. I’m not really interested in that right now so I didn’t bother. I did make a note though to go back later and give him a better rig in general. It will probably include the eye rig.

Now you might notice in the second render that everything looks much smoother. If I was having that much issue with the finer adjustments what did I do? I found a setting in the skinning modifier that let me change the way the bones were impacting the skin by switching it to a “heat map” method. I’m not sure what the difference is/was or why it looks so much better. It does, and at the moment, that’s all I care about. Walter renders out much nicer now.

I’m still working on which way to go about getting him into the card scene since the render is from one of the frames in the animation timeline I created to work on the skinning part. But hey, I’ll get there. I’ve made it this far. Now onto Funkatmyer the Funky Bird.

Funkatmyer does still need his rig and his materials. I didn’t make any progress there. I have found that the tutorial I used to rig Sticks is the only one really available for rigging in 3DS Max in the current Pluralsight catalog. So that’s what I will be using. Since I’m using 3DS Max 2018 I will need to go through and setup some of the tools that I had previously setup and then I should be able to basically follow along with the tutorial, roughly, to rig Funkatmyer. I remember it being a big job. I am a little concerned that I won’t have him ready for the Holiday card this year. Still, I have some time off from the day job coming up so I might make it. We’ll see. The course I’m taking could take up a lot of that time that I was thinking I would be spending on Funkatmyer and the card.

So at this point, I’m planning on having Walter the Worm Guy, Sticks and the Snowman on the card for sure. I have an idea of what I might do, just don’t know if it’s going to work out like I want. I won’t really know until I start putting everyone in place and do some test renders.

That’s where things are for me. New class starts this week and then I’ll have two weeks off from the day job and lots to do at for the 3D art stuff. I have a feeling it will be a busy vacation, even if I never leave my house. Come back and find out how the first week of class goes, and also the start of the vacation.

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Now, Where Was I…

Oh yeah. I’m supposed to be making travel arrangements, and a couple of cards and I probably a dozen other things.

A quick update on the test for the day job. It did not go as well as I had hoped. I had hoped to pass. I did not. I got close but that really doesn’t make it a pass. They don’t give you a certificate for almost. For now though, I have started to return to things I had put on hold.

Which is pretty much the same stuff I was doing before I had to study for the test. 3D art stuff.

After a full weekend that require I alter my routine a little, I finally sat down to work on Walter. I started with him because I figured he would be the fastest to get ready for the Holiday card. Remember, I’ve got to build a more complicated rig for Funkatmyer.

There were a couple of false starts with getting a new set of bones laid out. For their default setting the bones were so much larger that he is. I hope he scales appropriately for the card. Anyway. I adjusted their size and then laid them out. It wasn’t too difficult, he’s just a straight line. Once I had the bones I was ready for the IK solver. The situation with that was much that same as in Maya. Or so I thought. Some how I have managed to get it to start at the head and go to the tail and bend in the correct direction.

I had a few false starts with the IK solver as well. I tried to use a couple of different options that didn’t really work and then I tried changing some settings and that made a mess too. As I was testing what might work I found the spline solver option. I’ve seen this in one of the tutorials I’ve watched and I think it will ultimately be the best solution for Walter because of the control it will allow. It would allow for more refined control over his pose because I could reshape the curve of his bend to flatten it or change the angle of the head or chest or tail. But it will take a lot more work, and some research, to figure out how to get it setup correctly. So for the moment I’ll stick with the basic IK solver.

I managed to get the bones skinned to the model, or the model skinned to the bones. I’m not sure which is correct. Anyway, they are attached. Now I’m trying to paint the weights so he deforms nicely when he bends. I got started on it, and was busy working along thinking I had only been working a few minutes. Then I realized it was past time to go to bed by about an hour. That meant the next day at the day job was going to be a bit rough. I’ve still got more work to do for the weight painting before it’s really ready for some renders. As a result, I don’t really have much to show as far as pictures yet. I’ve just got a couple of screen captures where I’ve got the model in ‘see through’ mode so you can see the bones.

I know I’m going finish up the weight painting, and get a good pose next. I’m not sure what I’m going to tackle after that. I still need to see if there is a newer rigging method for 3DS Max that I can use for Funkatmyer. If not, that’s ok. I can do the one I’ve done before. It’s just going to take a bit of dedicated time to get that built, configured, skinned and weighted. Maybe now, with that test out of the way, I can get to that. We’ll see. Come back and find out.

 

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Little by Little, and Almost There

I hope.

That’s for the test for the day job that I have to take. I’m almost to it. I have it scheduled for Wednesday morning this week. I’ve been studying and will study up to the last minute. I’m really hoping to pass.

Even with that, I did manage to test out a few things in the 3D modeling world. I was able to export Walter, the Worm Guy from Maya and import him into 3DS Max 2018. He came over with his materials and even his rig. Because his rig came over I was able to get a render of him in his pose using the new Mental Ray. As I was remembering how to move around in 3DS Max, I either moved something unintentionally or found a small issue with the rig and mesh setup. I’m not sure the rig stayed skinned to the mesh. I would have to go back to Sticks to test it out, but I think it broke in the move. It’s kind of ok though. To get it to bend the way I wanted to begin with I used an IK solver and had to start at the tail instead of the head. So it’s a little backwards. I may be able to use an FK solver and start at the head and get what I want. I’m going to try it. For that, instead of deleting the rig I just exported a copy of Walter from a file I saved before I added his rig. Now I’ve got Walter with his materials and no bones or rig so that I will start fresh. That could be interesting.

I also exported Funkatmyer. That Funky Bird is really going to need to be in the picture for the holiday card. So I exported all of him and his accessories from Maya to 3DS Max 2018. I went to render him the first time, using Mental Ray, and got a bunch of errors about his normals. So after poking around, deleting some dummy objects, and such I found where I could apply a modifier that would basically fix all the normals. So I applied it to everything that came up with funky normals, collapsed it down to the object and then rendered again and that fixed it all. I think. I haven’t applied any materials yet. That will be the real test.I also found, while playing with Funkatmyer, that either, there has been an improvement to the TurboSmooth modifier or I missed something. You know how I was saying that in Maya, with Arnold as the renderer you can set it so that the smoothing happens at rendering, and even Blender has that. In Blender it’s a smoothing modifier and you tell it how many iterations for the scene while you are working and you tell it how many iterations for rendering. It’s a feature I think is really cool, and useful. Well I found it in 3DS Max 2018. It’s right there in the TurboSmooth modifier. There is the main parameter for the scene, and consequently the render. There is also a Render Iters parameter that when checked allows you to specify the smoothing iterations for rendering. There are some other parameters there too, for Isoline Display and Explicit Normals, for example. With Walter and Funkatmyer both over to 3DS Max it’s time to get some materials for Funkatmyer and rig them both. I still haven’t looked for a newer rigging tutorial for 3DS Max. I need to do that soon. I was thinking, maybe this weekend. Then again, I still need to make my travel arrangements for the ZBrush Summit. And I have been invited to see the Minecraft creations of one of my Taekwondo classmates. So some of my time is spoken for.

Because of the test for the day job, I really haven’t been doing much 3D work. Just a little here and there for the last 2 or 3 weeks and I have to say, I miss it. I realized that while I was doing the little bit of work with Funkatmyer and Walter. I guess that tells me something. I wonder if that will sink in and result in more work? Come on back and find out.

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