Monday, June 1, 2009

Day 6

Well, it isn't pretty, but there it is. My second motion track is taking a long time...I think I need to just hold the camera steadier...

Saturday, May 30, 2009

Bigger Video!

Woot! Figured out how to edit the blog html so I can present my stuff at 640x480 or 640x360, double what it has been the last couple of weeks.

I also realize that I have been kinda slacking in terms of output, but I'm gonna try to pick up the pace.

Day 5

Just makin' some pretty colored smoke...lesson learned: always try to mask the emitter of a fluid, 'cause they look really weird when first created.

Sunday, May 24, 2009

Day 4

For the longest time I thought I was going to have to get another piece of software if I wanted to do live action integration with Maya, then I learned that Ultimate has Live! I don't know how I could've gone this long without knowing about it...

Anyway, this is my first test just getting used to the process/interface, next time I'll do something with a moving camera and more than just a cube.

Note: My camera only shoots 640x320, so don't expect any hi-res stuff.

Day 3

Alrighty, so I did a little test using the 3d strokes that mograph studios are so fond of. All animated by connecting the strokes to a long curve molded as the intended path using an ikSpline, then animating the offset attribute. Quite simple really, but it has so many applications, and is much, much easier to control than an animation path.

Friday, May 22, 2009

Day 2

Ok, so here's Day 2, just a simple rigid body simulation. Next one is going to have balls of different materials and weights, so they all behave differently when they hit the ground.

Monday, May 18, 2009

Day 1

So, here's Day 1. Wanted to figure out how to animate booleans in Mental Ray. Apparently it won't render with motion blur on (don't know why), so for now you get the playblast, and I'll post the render once it's finished.