Thursday, 2 October 2014

getting all the feathers on the dragon(at the same time)

I've bound and weighted the dragon. Because it was a very simple rig and the dragon is such a simple shape it didn't take very long(although it was very annoying doing the mouth which I modelled closed).

Now I'm trying to see if I can put all the feathers in the same scene without the computer crashing. To my surprise the computer handles them very well. Here's the first attempt where I've posed the dragon to see if the feathers move properly;





Some mistakes that I've made is that I forgot to freeze the feathers on the left side of the head so it still had a -1 value. This made the feathers on the head on the left side of the head move in the reverse direction off the head.

I'm happy with the way the body feathers stayed on the body but the feathers need to be stiffer because they stick out too much at the moment because of gravity and the movement of the dragon.

I'm thinking(or hoping) that the problem that I'm having with the wings is that I forgot to attach the feathers to the body.

After these issues are sorted out I'm going to work on having different coloured feathers. By the end I'll probably have 7 or 8 hair systems in the scene.

I've also been working on the bone ship but I've ceased posting pictures because the files are getting so large that I can't render them out without crashing the computer.

Yesterday me and Sarah were trying to get the camera from the end shot with ossues into the maya scene. The problem is that the scale from Nuke to maya is wrong and I can't shrink the camera movement on maya's end as far as I can tell. Sarah was trying to help on the nuke end by messing with the scale of the camera and putting a distance inbetween the tracking markers but it still imported into maya the same.

Even when I decided to scale up the model in maya it didn't seem to work, weirdly the camera seemed to scale up with the model (?!)

This is a big deal because the camera has to be about .002 of its current scale to work to the scale of the bone ship, at the moment it seems positively clumsy and lurchy  because it is so large.

This is extremely aggrivating as it would be possible for me to start rendering if we had the camera movement finalised.

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