FatBat DynamicWingDemo from naweed Khan on Vimeo.
This a demo of a wing setup I’ve created for this Toony Bat Character. It makes use of a technique described by Zeth Willie. An ikspline joint chain is setup, where the curve is driven by either a manual control setup or a dynamic control setup, the user can blend between the 2 in order to achieve a hybrid of keyframed and simulated animation.
…Someone should write a script to do this! okay… I’ll add it to my list of things I might get around to doing when I’m not staring at pixels!
Here’s a breakdown of a wing flap technique I’m exploring for Fat bat’s wing setup. This allows a skinned mesh to manipulated by an animator, this mesh can then be plugged into a nCloth mesh via a blendshape. In The nCloth Dynamics you can set ‘input attract’ to 1 and paint where the mesh is attracted to the Input Mesh. Black areas are not attracted to the input Mesh so this inherits the cloth simulation.
wing flapping – n-cloth from naweed Khan on Vimeo.
FatBat comes alive that little more….a few quick lighting tests and Photoshop painting. ‘Lighting’ used loosely here, I used viewort 2.0, a screengrab then did some quick backgrounds in photoshop, hence the bad masking!
Went a bit Napolionic on this first one.
A short flight cycle to test the fat bat rig, took about day to rig and animate. My rig tools are coming in a lot more useful these days.
FatBat wingCycle from naweed Khan on Vimeo.
….And FatBat comes to life a little more, here are expressions drawn over the model to get a sense of how he might look when bought to life.
.…and here’s the full body as it stands, a few kinks, though I’m generally happy with his look, cute and appealing was the goal.
This was built for an assignment during the advanced rigging workshops taken with puppeteer Lounge. The muscle objects are simply added as influence objects. A very nice method for maintaining volume and getting quick squash and stretch behaviour.
Maya Muscle Rig from naweed Khan on Vimeo.
Here are some variations of a female head. all using the same topology, I took it into mudbox and played around with a little and here are some of the results.
Initially I started with dynamesh in ZBrush, and just started sculpting, using my Pinterest boards a lot for reference, great resource. I then did a retopology using a combination zRemesher and maya.
Done, for now! What started as a doodle on post-it-note in a Frankfurt hotel room about a year ago, has climaxed in this short sketch.
No sound as yet, but I hope to give this more life soon. (UPDATE JAN2014) ANIMATION NOW HAS SOUND THANKS TO FANTASTIC TALENTED MUSO, BOOM-MIC WIELDING FRIENDS! OLLY AND JONNY, THANK YOU.
Here’s a little preview of Maud in situ from a little short I’ve been working on. The animation is almost there….almost!