Sunday, August 3, 2008

Good kid vs Bad kid

Children remodeling school/federation.

REmodel the children federation

Good kid
  • obedient, do not question what we said
  • eats healthy food that tastes bad
  • polite and respect us
  • do not cry, always cheerful and smile
  • colourful
  • clean and hygenic
  • only play with building blocks and dolls and do not play with electronic toys

Bad kid

  • disobedient, question what we said
  • impolite and disrepectful
  • always cry
  • always frown
  • has evil smile
  • dark
  • dirty

Tuesday, July 29, 2008

Kids are messed up


Kids are messed up: My name is Toby.

Toby2 in another evil expression




Damn the shoulders... will get them fixed after a couple animation tests.

Monday, July 28, 2008

Toby2_23_roughfix

Revised Toby
Old Toby




After spending so much time revising Toby, I'd say I like the new Toby better. A few subtleties are fixed for better detail, which includes:
  • a rounder face shape, improved by the new jaw bone
  • eye shape, rounder.
  • thicker eyebrows
  • a more suitable hairstyle, making him looks perhaps a year or two even younger
  • his shoulder has also been polished for a bit. hoping that it will have a more natural look when animated.

Blendshape before Skin bind... also apply to Wrap

Wrap should also come before Skin bind. Solution is the same, putting Wrap before Skin bind.

Sunday, July 27, 2008

Kids are eeeevil


Blendshape before Skin bind

Things to remember...

1. Blendshape should come before skinbinding. The following following head was smooth binded first, as a jaw bone is created to open up the mouth. A blendshape command was then applied to create the close eye. Because of this order, when blendshape of the close eye is at 1.0, the mouth would not move when the jaw bone was rotated.









2. To fix this problem, the skinbind and blendshape order has to be reversed.
-->



3. Problem fixed

Toby2_20


The creation of facial expression:
- ended up using the good old way of creating facial expressions that i have learned in 2000 (that's when the maya version was 2.0 or 3.0)
- duplicate the face/head --> slice the duplicated face/head into lf_eye, rt_eye, lf_mth, rt_mth, lf_headbk, rt_headbk --> Create different blendshapes as expressions --> Create the blendshape relationships --> Wrap the sliced head with the original head
- reason is I could not figure out a better way of creating blend shapes that the left and right sides are perfect symmetry.
- the shapes of the left and right blendshapes should be symmetrical, yet the construction of facial expressions should allow the flexibility of having asymmetrical facial expressions, eg

- a possible solution should be using the transfer attribute command, but i could not figure out how it can be used.

Friday, July 25, 2008

Toby in bowl-cut revised


Toby's bowl-cut is revised, having a much better silhouette.


yeah... Toby will remain 'neck-less', so he can avoid having neck pain. In case you didn't notice, if he has a neck, it would be so painfully thin compared to the size of his head.

Wednesday, July 9, 2008

Toby's new hairstyle ver.3b



- added highlight to Toby's lf eye. Nice result

- changed Toby's hair color, but prefer the lighter orange better

Toby's new hairstyle ver.3


Bowl-style:
I think this is the best hair for Toby.
Toby's new hairstyle ver.3 was not inspired by Mr 8, but I have to admit it has the resemblences...
Perhaps I should have Toby's hair covering his ear too. It looks rather unatural right now.

Tuesday, July 8, 2008

Toby's new hairstyle ver.2


Toby with old hairstyle


Toby with new hairstyle...
- forehead is too high
- prefer the old one better
- will try another hairstyle with banks?