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.
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.

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.
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 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.
a while ago, and my experiences since then had led me to feel that I was not going to be able to experience it at all, or at least not comfortably. Now, I have to admit, I’m looking at it again. I am considering picking up a VR headset, I’m just not sure if it will be PlayStation or something else. But that all starts to get into a different discussion.