Sessions with George
Shelter
Advanced Body Mechanics
Spline
The next step in Blocking is to focus on the overall movement of the body and not worry about posture for a while.
Problems may occur when blocking is adjusted to spline. Key frames may fail to articulate, such as rotation values, and move in an unsatisfactory position. This is when further intermediate frames are needed to transition.

This week
What I have done
Making a spline based on feedback from last week’s blocking changes.

Qusetion:
I felt that after I did the spline, the movement of the characters in the animation was a bit weak and had little power.
I don’t know why that is.
Feedback:
- Tweak some details and remove the content in 198-217 so that the character gets hit directly by the pillow and falls over.
- Speed up the speed of the fall and the speed of the pillow coming flying to make it more impactful.
- Remember to keep your head up and your face towards the camera when you laugh.
- After adjusting the areas that need to be changed, a lot of my problems will be solved.
Next week
Will do
Modify the spline based on feedback and start the next animation.
Shelter
This week the prep work on the animation continues, based on the progress made at the meeting last Sunday and the feedback.
This week
What I have done
I started the rigging, checked the model and completed the rigging of the body parts. And tested hair binding.
Using the adv plugin for rigging, I hadn’t tied for a long time so I went to some tutorials to recall how to use it.
1)First, I found a human skeletal reference chart and studied the direction of growth of the human skeleton and what key points would be bound.

2)Then I started to rig it step by step.
Adjust the position of the bones, such as the shoulder blades, hips, shoulders, spine, kneecaps, wrists and ankles and other important joints according to the reference chart.



3)Create half of the skeleton first and then generate the other half when it is OK.
After generating the controller, adjust the direction of the controller for the elbows and kneecaps so that they are horizontal and vertical.
This way the character’s arms will stay in the normal direction when moving and will not become inward or outward when walking.


4)
The initial skinning of the body was done using box. Make sure the model is wrapped through and through in the box.
However, due to the model costume, there was a problem with overlap in the leg masking. This is something I can fix until I draw the weights, so put it aside for now and do the face and hair binding.




5)
Hair rigging test:
Once I had created the skeleton and tested the animation I found that it moved buggy due to model issues. and the effect didn’t look as good, so I gave up on binding the hair.

- Members:
Yuhan: Scene mapping modifications
Tang: Scene mapping; and resource integration for scene trees


Yuhan



Tang
Next week
Will do
Conference feedback
Yuhan:
- tunneling, UV and mapping (self-luminous)
- after all the room stuff is done, integrate the resources and put them in maya to package, (simply a light), area light or parallel light.
Tang:
- planet mapping, background changed to a black background with a bit of stars.
- trees (add some small flowers and grass, add some realistic grass and flower details (yellow flowers)) add a little lighting effect and a background mapping of the trees.
Jiaruo:
- painting the background mapping of the tree, and a small cluster of flowers below the tree
- rig face and paint weights