Showing posts with label Hungry Puppy Schedule. Show all posts
Showing posts with label Hungry Puppy Schedule. Show all posts

Wednesday, December 2, 2009

Not yet the Kitchen Sink

Here is version 1 of the kitchen. Minus a real fridge with a freezer that opens and stuff that will fall out, (maybe).
And minus a cake.
So where am I on this project?
The puppy Gizmo has, in draft form, a body, a UV map, and a basic skin. A skeleton was made. It maybe crappy... and it hasn't been assigned to the skin. Not that the skin's final, but I haven't done this skin assignment in more than the brief tube with 3 joints tutorial. we'll see....
There's a basic kitchen.
None of it has been put together, which usually takes lots of work. I think.

SO what I'm going to scramble for:
  • (While learn facial rigging for idiots from the book)
  • do an hour's more touch ups on the gizmo mesh
  • import the old skeleton to the new Gizmo body mesh
  • Assign skin to skeleton
  • Try out that rig
  • Try rigging the face
  • If the body and face react to the rig well enough for my purposes,
  • Skin it, not detailed
  • ship it to the kitchen.
  • try to have a basic opening shot or something, have one bit of animation and camera work done.
I'll be happy with a dog done and just scenery left, as that has required very little learning so far... but we'll see. Other than a 10 page paper in one class and the final in the other this is the only thing left. And this is what will get me a job someday, not systems analysis or security. Hmm....

Tuesday, September 29, 2009

Art 450 again

0. A working title:
  • Hungry Puppy
1. Project goals:
  • Create a 3d animated short.
  • Learn the technical processes included in such, and have something to show for it.
  • Make it fun to watch.

2. A project description:
  • A 3d modeled Welsh Pembroke Corgi of about teenage years making various attempts to get at a cake on top of a fridge. And it's funny.

3. Specific products of study or deliverables that you will be creating for your project.
  • The finished, polished movie clip. The corgi model which can be re-used for other projects. The 'story board' which is really a "low production quality" 2d flash video, but shows I thought it out before doing it.

4. Visual and/or written research for your project. Stuff done by other people.
  • Lots of picture of adorable dogs. Lots of tutorials, several books I actually paid for. Disney's "Bolt" as an example of a 3d animated dog whose teeth don't scare little children.
5. Treatment visuals for your project. This is stuff done by you. This can consist of links, a bibliography, images, etc.
  • All those photos (see tag 'puppy refs'), the story board anamatic.
6. A written description of specific technical and research issues you will need to address during the course of your project.
  • Modeling organic things accurately-ish is hard, and requires trying several things before finding the right way to do it.
  • I've never skinned something like this (or anything other than a box).
  • Rigging? What's that?
  • Animating a complex model?
  • Lighting it
  • Capturing it (woo render farm nights...)
  • Polishing the final capture is really beyond my current experience. I'm sure I can figure it out with help from resources, I've just never even used any of that software.
  • Finally, my creative adviser (My girlfriend, who, when I mused last year "I should do an animated short..." immediately shouted out "Make it about a puppy!! Trying to get food!! from the top of a Fridge!!"), anyway she still thinks I should try to get fur on the dog... which would be better but more work.
7. A timeline of your project. When you will be doing all of this good stuff. You must include specific DEADLINES (for example: "January 27th", not "some time in January."
  • Well.
  • Working on the model 3 times a week,
  • Work on the animatic for 2 hours a week or more as sanity allows.
  • Finish the teeth and tongue Wednesday 10-14 (2 weeks from today).
  • Finish the eyes/forehead the week after that (10-21)
  • Final touch-ups by the following saturday (10-24)
  • Rig it for 2 weeks (Nov 7)
  • Skin it for 2 weeks (Nov 21)
  • Test drive it, start animating.
Honestly... I would like to keep to this schedule but I don't feel confident that I can. I need to schedule regular work time more than goals; if I work it then it will get there.
My schedule as a 1 year CS Masters student is a little rigorous. And not completely to my liking. But this is my year, and i will do with it as I want to.