The basic ghost rig is finished. It still needs animated textures for the face but the basic controls are done.
Lighting Progress
This is a test how different values react to the lighting. Nothing in this image changes except the color of the objects in the scene (from black to white.)
Since Nicole is taking the 420 Lighting and Texturing class, she has begun applying the techniques she has been learning in that class to the lighting of our scene. It is still in early phases but it is beginning to look like the effect we want (similar to last photo below). The window grid in these pictures will eventually be replaced by a custom window design that will better fit the scene.
Lanece also has been working on the UVs for the objects in our scene.
Rachel tested out the new Girl Ghost (sheet not included) rig with a walk cycle.
The hand controls didn't want to come along with the arms, but everything else works as intended.
Nicole was able to fix this problem. She had just forgotten to constrain the controls to the wrist controls.
She also fixed a problem with one of the torso controls not being frozen to 0 at the resting pose. She detached the control from the rig, froze it and put it back so that it would read 0 at the neutral position.
While cleaning up the Boy rig key poses, Rachel discovered an error:
This is causing some issues with positioning the feet. Not a huge problem, since his feet aren't in frame. If it can't be fixed it shouldn't be too difficult to work around.
Our goal for this week is to have all of our assets finished and UV'd. This will free up our modelers to assist with animation polishing and texturing.
And UV progress:
Progress on the Girl Ghost rig:
Weight mapping, facial animation, and UVing in progress.
There has also been some progress made with the rigs. The girl rig now has basic controls, though it hasn't been weight mapped yet. Her body is going to be covered by a sheet so the only parts showing will be her eyes and feet.
We also found a tear in the rig that will need to be fixed:
Since last week we have taken our Animatic into the 3D environment and have created an animation block out. We have gotten the camera into the scene and have started blocking out character locations and movement. The following is what we have done so far.
One of the main critiques from last presentation was that we needed an opening/establishing shot to establish the setting and mood of the animation. We have begun to talk about how we could accomplish this within the confines of the time that we have. The following is an image of one idea of something we could do. Working in silhouettes may be a way for us to quickly get across the idea without having to spend much time on modeling, texturing, etc.
Opening Credits Title Card
We have also been working on asset creation including candles and other objects to populate the scene.
The Lighting has also made some progress since last time. We have begun experimenting with the lights in the scene. We are aiming for the lighting style in the first image below. It is a bit hard to tell what the lighting would look like in the finished scene since we have no textures yet and the camera had not yet been set up properly in this scene.
The rig has also made some progress since the last time we presented. The weight maps have been created and are working pretty well so far. The hip joint has also been moved, as it was in the wrong place before (behaved as a spine joint rather than a hip joint).