Tag Archives: Links

How to Model A Person

A bit fast, but to the point and easy to follow.


Taylor, J. (2014). Maya bodybuilder CHARACTER MODELING tutorial.Available: https://www.youtube.com/watch?v=spi4lGxnMZg. Last accessed 20th Dec 2015.

Lip Synch

First attempt

I tried to get the mouth shapes for the various words that the character has to say, but then I realised that I was making more work for myself because I would then have to adjust all the key frames on the time slider for the various facial muscles to fit them in the correct time frame.

Starting Out: https://youtu.be/lX8FYmyougw

Full Length: https://youtu.be/8AyrVfouMQg

Second attempt

This time, I added the audio into the maya scene and adjusted the time slider so that I would be focused on one word at a time, ensuring the timing was correct before moving on to the next word.

Video: https://youtu.be/hdEuY6X1sUc

There’s already a clear improvement from the first attempts, however, it noticeably falls out of sync towards the end. I had been so focused on moving the lips that I forgot that the chin moves as well when people speak, so when I went back to add it in, it interfered with the lip movements.

The book cited below really helped to plan out and then improve my lip sync, although, when I only got it after I had initially got the rough shapes, so I used it to tweak the movements.

I’m going to start again, so there is a good foundation to build upon.


Roy, K. (2014). Facial Animation. In:  How To Cheat In Maya 2014. Oxon: Focal Press. p246-p260.

Rendered clips

With these scenes, the camera angles and speed have been tweaked several times.

Original ending: https://youtu.be/FHchZZZzKcw

The group then wanted the pipes to move as they had in a previous test I had done before going flat. (See here for video of test STICKS).

Changing pipe movement 

When I went back to try and change the position of the pipes, however, I had to redo the scene. I was able to import the earlier version were the pipes did the wave movement and the pipes in my current scene were in the same position to do the movement but for some reason just kept going flat when I tried. So I deleted those pipes (120 of them) and duplicated the 40 pipes that did the required movement 3 more times. Which meant rebuilding the scene.

Thankfully, we had enough time to do that and get it rendered, but some issues came up.

Fixing Camera Movement: https://youtu.be/up0AfJqVMb8

The marble goes off-screen and it is also too fast, so I need to slow the pace of it down.

Current outcome: Shows issue with reflection

I ended up having a reflection in the background of the scene for some reason and so I changed the background to an Image Based Light with a gradient texture on top, like Alec suggested. This meant I could remove the point light that was lighting up the entire scene and it lowered render times. However, for some reason, the texture didn’t show up and it became an Alpha Channel, so I had to then take the scene into After Effects and add in a gradient background. Now, instead of the pipes being blue they are more grey.

I need to sort out this colour issue.

Alpha channel issue: https://youtu.be/gqMV9yIWwmM and https://youtu.be/c85FnlIQf4k


The reason why it has taken us so long to actually comprise an animatic is because we weren’t entirely sure how to communicate our concept on paper, and had already created playblasts of the movements of the camera and various objects that we wanted in our animation.

So it seemed rather redundant to then go back and make an 2D animatic of what we had already done, when we essentially had the majority of our animation roughly done in 3D.

However, we decided it would be best to create an animatic- since it was one of the requirements in the brief.

Link: https://youtu.be/GSMjvOH6-ec

This is a very rough 2D animatic of our animation, without sound as we are still uncertain as to which approach we want to adopt to it; do we want to create a soundtrack with synthesisers, or, do we want to use distorted voices?

This 2D animatic doesn’t fully illustrate the movement of the cubes and cylinders (what I keep referring to as “pipes”) that we actually have, as it is time consuming and there are already play blasted versions of this in my previous posts.


Playing about with gamma:

I wasn’t sure if you could adjust the gamma of a series of rendered shot in check and did a quick test to see if you could, which you can. Here are the results.

01- silver and black: https://youtu.be/9agSVGR90HE

02- black and white: https://youtu.be/Iorc4drhd8k

03- silver and white: https://youtu.be/ZKIiCCvcCwM

Testing colours for scenes:

White and black: https://youtu.be/UErtJxauepY

Red and grey:  https://youtu.be/VOaFdKCTzHw

End scene:

Working out camera movement:

Full Scene: https://youtu.be/4UMuJmTyhsc 

Tracking: https://youtu.be/25g16qPkLmM

Marble movement: https://youtu.be/0oLvftQlzxg

Lighting: https://youtu.be/Hh9h-ku50HA

Boxing Glove Model

I revisited my boxing glove and it turned out far better this time.

I started off using a deforming lattice, then modelled the thumb and curved part of the glove.

First attempt: https://nataliehcole.wordpress.com/2014/12/19/i-cant-take-it-anymore/