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Self-Reflective-Journal: Week Eight:

On the 11th of April I started retargeting my character. This was the solving data stage 02. For this stage I put my cortex data in Motion builder (trc file) and put an actor to link to the data. I re-sized and re-scaled my character to fit the data (blue points). After that I put the limbs (opticals) on the actor so that the data would move with the character. I then saved the file as an fbx file and then started my character generated in Autodesk Character Generator. I didn't need to worry about eye colour, skin colour, face detail as my character would be made out of liquid simulation and glass texture with mash poly objects on the body. This would obstruct any human face detail or detail in general that was generated in the generator which would not be a concern.

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← Sizing and scaling character to fix cortex data.

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← Creating character in Character Generator

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← Motion Builder optical selection on actor nodes.

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← Downloading character to put into Motion Builder

Then I brought my generated character into maya. I deleted the lights then made a control rig where I would put the assigned bones and limbs to the required areas. Then I scaled the character controllers so it was easily accessible. 

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← Selecting required bones and dragging them to allotted area of control rig in Maya.

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← Scaling the controllers on character rig

I now exported my character control rig from maya to Motion Builder. I did an fbx export. I went into Motion Builder and opened my maya control rig character that I generated then I merged my retargeted data. I made the source the actor and the character rig synced with the retargeted data. After scaling and resizing the character I hid the actor body and baked the characters control rig.

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← Making the source Character Control Rig

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← Hiding the actor body to show only the character generated body

← Character control rig is synced with actor dance data

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← Baking character to control rig

I then started adding animations to my character in Motion Builder. I fixed and warping and inconsistency in the poses. I would move the limbs to fit how the pose looks like and make it more refined/cleaned. I then sent the new file to maya.

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← Hand anatomy going into thighs

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← Fixing odd poses

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Keying and making main layers for any animation changes.

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← Keying new animation/changes to poses

Once my character was baked I could bring into my maya scene where my model is. I scaled my character to fit my building an left the character as is until I would make effects on it. I continued to work on my scene. I added the aiStandardSurface materials to the objects. I also continued to fix my naming conventions in the outliner.  

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← Changing aiStandardSurfaces for desired material of each piece of poly model.

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Lots of usage of chrome, frosted glass, glass etc...

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← Render view of textures

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← Chandelier asset from SketchFab

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← Main lighting from Arnold skydome. Rendered image test with main glass/chrome presets from aiStandardSurfaces.

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