Thursday, May 5, 2016

The Division_Cloth_Simulation_RND

Cloth Simulation R&D for The Division trailer by Tonton Koutal.

SHAPES 3.2 - Features and improvements


SHAPES 3.2 - Features and improvements from brave rabbit on Vimeo.
Check out the quick features and improvement demo of SHAPES 3.2 by Ingo Clemens. More Details: http://www.braverabbit.de/shapes/ Puppeteer Lounge SHAPES Webinar: http://puppeteerlounge.com/webinar

Tuesday, April 26, 2016

Alike Progression Shot from psl





Animation progress reel forAlike Short by Pepe School Land.

EISKO Facial Rig Demo

Facial Rig based on captured expressions (3d Scans) by EISKO. Check out there webpage for workflow on detailed facial rigs.

Friday, April 22, 2016

Transfer UV onto a rigged and animated model in Maya


Transfer UV onto a rigged and animated model in Maya. from Marko Vukovic on Vimeo.

Handy little tutorial to transfer UVs without creating junk nodes on the actual bind rig. You can use this technique of tweaking the Orig Shape node to quickly update you rig mesh with updated new model with the same topology, run multiple meshes with the same base Orig Shape mesh and such. #rigTips

Tuesday, April 19, 2016

#rigTips on Faster Character Rig

https://www.facebook.com/puppeteerlounge


#‎rigTips‬: Avoid using a lot of contraints in a rig unless it is absolutely important (needed). To create a stable, fast rig use parent child hierarchy based relationship for rig objects like controls and joint. Often time a direct parenting is the best solution of fast, intuitive and scalable rigs! Using a direct connection from controller to driven joints also speeds up the rig. This is applicable for FK joint chains. Lot of the time, we use constraints from controller to drive these joints which in greater number significantly slows down the rig (for complex rigs). In the fig. I used the locators to store the offset position of each joint, so that we can directly connect from control object to joint to maintain offset.

Always use a proper rig hierarchy system: Hierachy in a character rig is similar to a book library where you have a lot of books kept in each department in an orderly manner. Think about it, let say there is no library and we have books all over the place, you will be spending a lot of time searching that one specific book you needed! Well that is the same case with a character rig, your PC will have to process each of those nodes to process the calculation, hence a slower rig. Below is an example of a standard rig hierachy for character setup. :)

ü  (Character)_ALL                                                                                (Top Node)
o   (Character)_TRS                                                       (Transform Node)
o   (Character)_PP                     (Puppet Parts Node)
§  (Character)_IK           (IK handles Node)
§  (Character)_SKL        (Skeleton Node)
§  (Character)_CC          (Control Curves Node)  
§  (Character)_LOC         (Locators Node)                               
o    (Character)_GEO                                                                      (GeometryNode)                                                                                                
o   (Character)_XTR                                                                                                              (Extra Node)     

e.g.

ü  Momo01_ALL                                                                                                                                                   
o   Momo01_TRS                                                                                                                                   
·         Momo01_PP                                                                                     
§  Momo01_IK
§  Momo01_SKL                                                                   
§  Momo01_CC
§  Momo01_LOC                                                                                  
o   Momo01_GEO                                                                                                                                 
Momo01_XTR         

       
Join us at Puppeteer Lounge for educational training Character Rigging Worskhops!


Monday, April 18, 2016

SKIN (FAT) Simulation Webinar with Ehsan Kiani Teaser “Demo” (16-4-2016)


SKIN (FAT) Simulation Webinar with Ehsan Kiani Teaser “Demo” (16-4-2016) from Puppeteer Lounge on Vimeo.

Watch the Demo Teaser of Puppeteer Lounge's Exclusive Webinar Event on SKIN Simulation with guest instructor Ehsan Kiani :)

Special thanks to Puppeteer Lounge's guest instructor Ehsan Kiani for sharing all the tips and trickeries on FAT & SKIN Simulation inside Maya.