Back to the Penguin

That was sort of a full week. At least it felt like it was. That was probably due to some events at the day job that might end up impacting some of my after day job time. It’s ok it will be a good thing. In addition to that, I did finish up that rigging tutorial for Maya. And the next day Pluralsight released a new tutorial by the same author/instructor covering walk cycles in Maya. That’s kind of exciting to me.

I know, my idea of exciting is a little strange to some. But, here’s why it’s exciting to me. One of the things that I let get in the way of working on a Sticks animation was that I wanted, or thought I needed, to figure out how to create a walk cycle for Sticks so that I
didn’t have to animate every single step every time. I figure there has to be a way to create the walk cycle and then set it up so that you can move him along a path and he will automatically walk. I couldn’t find anything for 3DS Max that explained it. Not in the places I was looking, anyway. So to have this tutorial pop up is just cool.

Oh, yeah, I’m becoming a bit of a Maya fan by the way. Between finding a way to create and animate the eyelids the way I want and now the availability of the walk cycle tutorial I’m liking what I can do with it more and more. I haven’t started applying materials yet so that could change things some. But at this point Maya is really becoming my go to. I know I should be able to do all the same stuff in 3DS Max, but they are being presented in a way that they seem so much easier in Maya. I might even import some of my 3DS Max files to Maya so I have the models to work with there.

Watching the rigging tutorial has influenced some of my thinking on how to approach modeling my characters. For a while I was thinking that I need to go back and completely rework the Worm again. I’ve since made a different decision on that. The only reason I was going to rework the Worm was to make it possible to animate the mouth. I’ve decided I won’t worry about the mouth. I will rig the Worm for the body for sure so that I can bend him to the pose I want more easily. And I might rig the eyes. With the rigging tutorial in mind, and because I hadn’t got the beak done on the Penguin I decided to approach the beak in a manner that should make it possible to animate it.

Since I want the beak to be able to be animated on the Penguin I decided to start the beak over. Instead of using the piece I had started, I hid it, just in case I changed my mind, and took a different approach. I selected some of the faces on the face and extruded them. Instead of adding on to the object already there, I am creating the beak from part of it. I started with the top bill and got it shaped up and then I added the bottom bill. And yes, I had to give it a tongue. The tongue won’t be able to be animated. It will just show up when the mouth is open. I would have to handle it different than I did if I want to animate it and that’s likely to be a little more complicated than what I am prepared for.

I’ve put the work in progress pictures of the Penguin all throughout this post instead of
just putting a bunch of pictures all right together. The last one is the current state of the Penguin model. As you can see I’m up to the point of needing to add in the eyes and then work on the eyelids. Yep. I’m going to finally give the poor thing something to see with. Who knows, I might do that with the Worm Guy too.

There is one thing on the Penguin that I’m not going to correct yet. I kind of need it in a T pose because that makes it easier to setup the rig for the arms, or in this case the flippers. I considered fixing it so that I could do that and I probably will later. For now, I don’t really need to animate the Penguin or even change its pose. Later, I might decide to animate it or change its pose and at that point I’ll look into adjusting the flippers to a T pose and then creating a rig.

I think I need to find something on adding materials in Maya really soon. It looks like I might have my models to the point of needing them. And I’m getting close to starting a rig. We’ll see how this week goes and what sort of progress I make. I do want to finish watching the walk cycle tutorial, even though I don’t need it yet, so that could impact the amount of time I have for modeling. It should be fun to see what I get done.

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Back to Modeling and Learning

I got a bit tired of dealing with the stuff for the website and decided to spend time modeling. Really, it’s all stuff that needs to get done so as long as I’m making progress on something, it’s a good week.

I mentioned that I was going to need to work in some time to view some Maya rigging tutorials soon. I decided to have a look at one, just to see how it was going to be. Good thing I did. In the intro to the course there was a shot of the instructor moving the eye lid of the model. This is important because the way I had seen the eye and eye lid being rigged in 3DS Max was that they were separate from the head model and they were actually the eye ball and then the lid was a shell around it but they weren’t seamlessly integrated into the head model. That can work on some model designs if that’s the look you want. I don’t really want that. I would prefer a seamless look and the eye lid actually being a part of the head model and not a separate object. In the shot for the tutorial intro the eye lid was integrated as a seamless part of the head model. So I’ve decided I need to watch the tutorial all the way through and see if that really is how it’s done before I finish up modeling the eye and eye lid parts of both the Worm Guy and the Penguin.

That doesn’t mean I didn’t get any additional modeling done. I did still have work to do on both models that didn’t involve the eyes. I worked on the Worm Guy. I got his teeth in and made some lip and tongue adjustments. And then I did the cut and mirror part. The cut and mirror took a couple of tries because when I modeled the mouth area I ended up moving some of the center vertices in the x axis some so that they were no longer right at the zero point. What that meant was that when I mirrored and connected, some vertices didn’t merge together and I ended up with gaps. So I had to undo and go in and adjust things. That was a little tricky because of the number of vertices all sitting on top of each other for one reason or another. A
couple of times I thought I had it right so I did the mirror and it looked fine until I did the smooth function and found I had these nice little wells. So I had to undo and go back and fix it again. Finally I got it to work and I think he looks pretty good so far. Here are the work in progress shots for this week. Remember; I’m not doing eyes and eye lids until I finish watching the “Introduction to Rigging in Maya 2017” course on Pluralsight.

 

Speaking of the Maya rigging tutorial. Wow. What a difference. I’m really enjoying it and feel like I’m getting a little better understanding of some of the why or the theory of rigging. That will be really helpful. I also think I’m going to like rigging in Maya a little better than in 3DS Max. Some of the controls that the instructor is setting up and the way they are setup in Maya is so much more useful and possibly easier. My mind is a little blown about it. That’s a good thing. Well, for Maya anyway, it might not bode well for my use of 3DS Max going forward. We’ll see. The whole course is a little over 7 hours. I’ve got a little over 2 hours left to watch and it looks like the stuff for the eyes is in the last 30 minutes or so. Yes, I could just skip to that and watch it so I could go about modeling the eyes on the Worm Guy and the Penguin. However; from what I’ve seen so far, I have a
feeling I would miss a lot of important stuff and some that could impact my modeling decisions. So I watch a couple more hours, no big deal.

Looking ahead to the rest of this next week it looks like I’ll be finishing up that rigging course and hopefully finishing up or at least working on the last of the modeling for the Worm Guy. I might get back to the Penguin modeling. I have a feeling it might also be time to look for something that covers adding materials to my models in Maya. At least that won’t interfere with finishing the modeling. Who knows, I might find something else to start modeling while I learn how to add materials. I don’t know if I’ll get back to the website stuff this week or not. I might make some progress on that. I still need to call GoDaddy and get more information on what it will take to change the hosting. I guess I could at least to that. Hmm…

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It’s Always Time to Get Busy

I made a bit of progress on a couple of things last week. And as always, after I figured out something and realized where it was going and what I might need to do about it, my thoughts were; “Time to get busy.” It seems like it’s always time to get busy.

By ‘getting busy’ I generally mean that it’s time for me to really focus on whatever it is that I need to do to make the next thing happen. It’s not that I haven’t been working on those things. I have. It’s just that some of it takes on a little more import and urgency in the need to get it done.

So what did I figure out? First. I am going to have to change my hosting plan to one that is specifically configured for WordPress so that the site loads more quickly for everyone, at least as a start. I also figured out that the latest WordPress theme for 2017 allows me to create a nice portfolio as well as handling an animation in the header. Which means I will probably want to go ahead and use WordPress for my SusanG Productions website. Right now it’s just a static webpage with links. But the header is too big and doesn’t show up on mobile devices. Using WordPress I can better gauge how things will appear on different devices even before I post it. And WordPress is pretty robust so as things grow I will be able to make additions to the site if I need to.

And yes, that WordPress hosting will include hosting for this site. I know it’s not the fastest to load. I find it a challenge some days myself. So I want to do something about that. And if I expect you or anyone else to come visit on a regular basis, I need to do something about that. I’m not really looking forward to the idea of moving everything again. But, there is the possibility that I won’t have to. My hosting company might have a way to automate that. Then again, it could have the site down for a few hours while it gets done. I’m not sure yet. I still need to call about that.

That brings me back to it being ‘time to get busy’. I have all the website pieces to get taken care of and part of that includes having content to go up on them as well as needing artwork. Some of that artwork requires I have characters modeled and ready to pose. I also need those characters for business cards, so the characters are what I need to get busy working on and finishing up. Fortunately, slow though it seems to be, I am making progress.

That progress for this week was on one of the characters I’ve been modeling. The Worm Guy is coming along. I was looking at what I had so far, trying to decide if I was ready to do the slice and mirror when I decided I needed to do more work on the mouth area. So the Worm got some lips and a tongue and I’ve got a section prepped as a place to add some teeth. Here are a few of the work in progress pictures.

 

Before I do the slice and mirror, I will finish the teeth and probably add the eye. I want to add the eye before the mirror in case I end up making changes to the main part of the Worm to get the eye ball to fit right. That way I won’t have to try to make matching adjustments on the other side.

I am still not sure if I want the Worm Guy to have arms or not. I was trying to decide what to do about that and finally landed on a solution. Once I have more of the rough detail complete on the one side, I’m going to save the Worm as a different scene and project and use that if I decide to give him arms. It should make things easier. Of course, both will need to be rigged but the rig with the arms will be a little different than the rig without. That’s something I’ll need to learn pretty soon. Rigging in Maya.

Guess I better get to work on modeling and figure out when and where I’m going to fit those Maya rigging lessons in. And, it’s looking like I need to go chase off the pack of squirrels running around my home, again. I’ll see you next week.

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Preparing to Chase Squirrels

It’s time for me to think about website maintenance. There are some issues with this website and another website I have that I have been aware of, or at least suspected since I changed my hosting. And as a result of a test I was able to run I have identified an issue with the SusanG Productions website. Now it’s time to do something about, at least some of it.

I’ve been putting off doing this website maintenance because I expect it to take a significant amount of time. It’s a major squirrel chase. Some of the things I’m looking at are trying to optimize the two WordPress sites, this is one of them, so that they load faster. When I changed my hosting type I chose the Cpanel hosting not the dedicated WordPress hosting. I knew it was a risk but there are a few things about the WordPress hosting that I wasn’t sure about and I wanted a little more control. Of course, I may be seeing the results of that decision now. I usually post a lot of pictures in my articles and they impact the load time of the site, as does the WordPress theme.

Some of the things I need and want to look at for the two existing WordPress sites are new themes that might be a bit more light weight and will load faster. I will also double check any plug-ins I have installed and make sure I’m using them. If not I think I will delete them. As a last resort, I could load up a test copy of another CMS (content management system), to see if it loads better. I’m not expecting that to be the solution I go with, for a few reasons. The first being the increase in my workload just for maintenance. WordPress is at least pretty automated, or automatable with it’s installation of application updates as well as theme and plug-in updates. The other CMS that I know about weren’t nearly as user friendly the last time I tried them. Another reason is the work involved in moving from one CMS platform to another. I did that once and it was time consuming and somewhat painful. I’m not sure I want to go through that again if I don’t have to. I would rather do what I have to do to move the sites to dedicated WordPress hosting and pay more for it. It’s a better use of my time.

Wouldn’t you rather see pictures and animation videos here than read about my trying to figure out how to make something work on the website? I would think so. They are much more fun. Not any less challenging or frustrating mind you. Still, more fun.

Speaking of challenging. So you saw the animation I posted last week. I shared it with several people and a few of them mentioned that Sticks looks like he’s reverse moon-walking. Ok. I gotta fix that. A very observant young woman, with whom I take Taekwondo, pointed out that I forgot to have him lift his leg before moving it forward. I have noted that as something I need to fix. Or, figure out how to fix. It might be a while before I have a correction and something more to post of the animation. So stay tuned.

I’m mostly working on modeling some additional characters. I want a few for my business cards and as that is the next thing due after I test for my black belt, I think that’s a bit more pressing and important than making Sticks play with the Snowman.

I still haven’t decided what I want to do about the beak for the Penguin and I need to address the eyes as well. Since I was still thinking on that when I decided to work on modeling I went back to the Worm_Guy. The Maya version of him. I like the overall look of the body better so I’ll work from it. I pulled up a picture of it and found that the eye sockets didn’t really have the open and happy and devilish look I want them too have. They looked a bit mean. So that’s what I worked on. In these pictures you can see the right side is the one I worked on and made more open and big. Compared to the left it’s much more inviting. Once I finish with that and some other refining I was working on, I will delete the left half and mirror it over and connect it all back together again.

   

The Worm_Guy was the only modeling progress for this week. But the nice thing was, with the new method of prioritizing or scheduling work, I didn’t feel bad about going to bed early a couple of nights last week. And that’s a good thing.

I’ll try to keep you updated, on the website progress so you can see if you notice any difference. Of course, I will have to work it in with the modeling and since that is so much more fun, it may take some time before I have website news for you.

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Oh Look, A New Year

Look at that, 2016 finally ended. Now we’ve got a whole new year ahead of us. I wonder what I will get done this year.

I don’t generally make New Year’s resolutions. I just don’t. I do take some time and try to decide what I want to work on or get done during the year. I do this to hopefully give myself some focus when it comes to working on projects for the year. I only did ok last year, as far as I’m concerned. I struggled with a couple of projects. And I have two projects that I tried to set as priorities that I am still nowhere close to having complete. I think I might do better than ok this year.

I’ve chosen 4 priorities for this year. One personal and 3 related to SusanG Productions. The personal one is my black belt in Taekwondo. Last I heard from my Master, I’m very close to being ready to test for that. I am very excited about it, and a little, nervous. I suspect I will be much more than a little nervous the closer it gets to the test.

For the SusanG Productions priorities, I’ve chosen 2 cards, the 2017 Christmas card, and probably the 2017 Halloween card. I’ve also chosen my business card. I know. That one really should have been a priority last year or before. So now it is a priority for this year. I think I want to do a set with a variety of images, so if I order 200 cards there might be 3, 4 or 5 different pictures on them. My stylist does this and I think it’s kind of fun. To do the multiple images I kind of want/need several images to put on the cards. I don’t want them to all look like my greeting cards and I don’t want them all to be Christmas themed. So, I need to create a handful of really cool scenes or characters that I want to use. Sticks, will of course be on one of the cards, and maybe the Snowman. I’m working on the Penguin and it might make it. I might try the Worm Guy after that, or maybe… I’m not sure. Once I have the images, I’ll work on the layout. It’s going to take a little time, as you might guess. I’m hoping to have them ordered and back to me by the end of June. We’ll see how that goes.

I know the winter animation of Sticks doesn’t really fit in with my 4 priorities, but it could help with the business cards or some other things that may fit into the priority slots as others are completed. So I worked on that a little. It’s not very long, maybe 2 seconds or so. It’s 76 frames so far. It took about 40 minutes to set the key frames. Then I did a test render of one frame and because it was set to a production level render, it took over 5 minutes to render the one frame. I wanted to see a test of what I have animated so far so I adjusted the settings for rendering so that the image quality is not so high and then I set to render all 76 frames to a video. There was some risk involved doing it this way. If something had happened, the program crashed, or the computer crashed or something like that, I would have lost the entire render. Fortunately that didn’t happen and 2 hours and 41 minutes later I had this little video to share with you.

I also got back to working on the Penguin. I was going to work on attaching the beak to the head and that wasn’t really going the way I hoped. I want to make sure that it doesn’t look like a gaping hole if I open the beak so I wanted attach the top and bottom parts to each other and then fill in the back. Again, that didn’t really work. As I was looking at it and thinking about how I might go about getting the results I want, I realized that I needed to do something about the puffy cheek look. It was too square looking, it didn’t really look right. So instead of working on the beak I ended up working on the cheek and then the eye socket. I got the cheek so it looks nice and smoothly puffy and I made some adjustments around the eye socket to give some detail and interest.

After working on those things, and having failed with the beak. At least so far. I am reconsidering how to handle the beak. I may extrude some faces and model it fresh, directly from the head instead of trying to attach what I have to the head. It might work better. Maybe. With that now something to think about, that step for the Penguin is a little on hold until I decide how I want to proceed. This is where it helps to have more than one thing to work on. I can go off and work on something else while my brain thinks about what to do. Hmmm…guess I could get back to the Worm Guy. I’ll need him modeled and rigged if I want to use him on my business card.

I hope everyone had a lovely Christmas, Chanukah, Kwanza, Yule, and New Year’s celebration. As you can see, I’m already trying to dive in and get things going for the new year. Here’s hoping 2017 turns out to be great.

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