Wednesday, April 23, 2008

Intro: Key topology areas

Intro: Key areas of deformation. (2mins 34 sec)



Shoulder/Chest Area.(2mins 58 sec)



(Very rough pass video cuts of modeling for deformation- feedback welcomed)
The first vid is an intro to areas to be covered in the full tut series, the second video is a run down on "traditional modeling" techniques for the chest/shoulder area-(to be updated with a more conceptual topology flow video of the funnel crossed with a cape concept).




First pass concept vid of the "Funnel" flow concept in action.

Monday, March 17, 2008

MODELLING FOR ANIMATION OR TOPOLOGY FOR DEFORMATION: SCRIPT

Topology for animation: The human body- the shoulders:

What we will be covering in this chapter - where the important topology lies on the upper body of a person. Specifically the key area of deformation around the shoulder: (Fade in Skeleton+ High res mesh)



What we would like to introduce is the concept of key edges or cuts for deformation which run from under the under the pectoral muscles (label), up over the top of the arm bicep/triceps area (+label as red edge loop appears) and around to the back/scapula area (label). (Camera moves around high level geometry over skeleton, as labels of muscle groups appear….pop…pop)

Why is topology for this area so important? (high level geometry fades out)

The shoulder area has the most extreme movement in both rotation and translation - (fade in Skeleton animation of movement extremes).

The Scapula (label) and Humerus (label) act as a ball and socket joint with 180 degree rotation along the z axis. [FEEDBACK NEEDEDHERE] The scapula (label) which supports the arm can also translate around from the back around the rib cage (Skeleton animation: rolls the scapula to drop the shoulders slumping the chest)

Key concept: A popular solution is to think of a poncho (or cape) dropped

over the shoulders of your mesh. (Camera moves around high level geometry as mid resolution poncho drops over shoulders)F3

With medium resolution example shown here you can see how the key loops shown in red (T- shirt version of the upper torso now starts to animate to same extremes- camera circles the mesh for +- three extremes of movement).

With careful skinning and no additional bones, this same concept can be applied to lower resolution meshes, which could be used in game. (T- shirt version of the upper torso now starts to animate to same extremes- camera circles the mesh for +- three extremes of movement).F4







Here the upper torso of the model is simplified to 3 rows only for shoulder

In the next video we will explore the key area of the groin and buttocks which again has large extremes of movement.

Write up new proposal including ACID work – roadmap to exegesis

Concentrate proposal on:

How do I access my impact on the field through these video tutorials- is it robust practice based research

What is innovative about my practice of doing the videos?

- Simplification

- Key principles

- Non software specific.

- Short time period 1 minute to 5 minutes.

I also need to look into education theory-how do I incorporate them into video tutorials/teaching practice and Guerilla CG.

Saturday, February 2, 2008