Finished the skeleton for the pig, now I have to work on both the abomination character and the catapult before I finally work on the actual animation. I’m hoping it’ll be relatively quick to animate if I can add solvers to everything correctly.



Learning to animate and model in Maya.
Finished the skeleton for the pig, now I have to work on both the abomination character and the catapult before I finally work on the actual animation. I’m hoping it’ll be relatively quick to animate if I can add solvers to everything correctly.



Working on blend shapes for my pig model, basically just getting the facial expressions done before I attach my rig and hopefully don’t break everything completely. Got probably most of the faces Ill need at this point, just gotta add a few more expressions before I start rigging and weight painting. Already mostly built the rig though.
UPDATE: yeah it works



Started a new project, prompt is when pigs can fly. Decided to use a really weird looking style because I haven’t done a pig and didn’t know how, and also because I wanted to do something similar to my abomination project so that I could remodel and actually finish that guy



The process is still going slow but since I finally finished the modeling and got enough done relating to shaders I went ahead and rendered this out. I still want to fix the animation and actually make the shaders decent (obviously the guy is too shiny) but generally I like the shot. Ill likely be using a different camera movement for the final animation, just wanted to see if I could do it.
Also for the camera movement I’ve struggled in the past so this time I decided to try copying what people do in real films with having a track the camera goes on, essentially I just created two Nurbs Circles and used the “snap to curve” button to move the camera along the circular paths, setting keys at different points, then I edited the rotation afterwards.

I’ve finished modeling most everything I need and added basic materials to things like the bat and the firefly, now I will be focused on animating the actual stuff, but so far I have one character animated as one of the 15 or so fireflies I made. Its literally just him flapping his wings right now but still. May look into animating the light somehow but most likely naw.




So I’m learning how to create a really basic game, starting out with a ball and a plane, and now adding player controls to the ball. I apparently suck at scripting so that’s a thing. This is what I’ve been learning to do so far:


I’ve finished modeling the flashlight generally, with only texturing to go, but am more focused on getting an atmosphere into the cave I made so that the flashlight will actually have something to interact with and look more realistic, plus I may be adding fireflies which would need something to shine on other than just surfaces.
I used this tutorial to find the place to add atmospheres and learn more about the settings involved, but at the time of the video I was using mostly default settings (if not completely default.
I’ll upload pictures of the flashlight model later on, as well as of the glass on the front of the flashlight.
Finished the rig for my mini-man character, now I just need to actually get into the animating and possibly texturing/adding materials. I’ve already got a general plan of what I will animate so I’m hoping that will go quickly. There are still a few flaws with the weightpainting left over from the leg issue I faced, and some new stuff on the arms I must not have noticed/anticipated, but generally the rig works so I will edit the weights after/while I work the animation.







So I got to the point where I was adding IK Handles to my rig, mainly on the legs, and I realized that it was a bit funky to say the least. This was because the joints I had attached as legs were oriented in weird ways and also angled, resulting in a pretty messed up IK Handle where the leg would bend improperly and the foot would flip around and aim in weird places. I confirmed this by duplicating the leg and, through information from Tutorial A (listed at the end of the post), I reoriented the joints and then aligned them vertically. Doing so caused the IK handle to work flawlessly on the duplicated skeleton leg.

From this I decided I needed to redo the whole leg, so rather than randomly going about remaking the leg skeleton and possibly having to redo all the weight painting, I found Tutorial B to insure I would copy and paste the weights properly, and found out how to export and import weights onto a mesh. I followed the exporting steps in the video, removing the broken legs and adding in fixed ones, and then imported the weights to see that now the leg moved completely perfectly with an IK Handle. I may redo the weights a bit since I believe there may be some small problems with the leg mesh folding, but I saved all the weight painting I did on the upper half of the skeleton and most (if not all) of the weight painting on the legs.
The red joints are the old joints, previously attached to the leg or duplicated but not fixed. The fixed joints are the white and purple ones currently attached to the skeleton.


Tutorials Mentioned:
Tutorial A: https://www.youtube.com/watch?v=JTHJd5EnDDs&t=371s
Tutorial B: https://www.youtube.com/watch?v=hOjL-40P4-E&t=326s
General tutorial being used: https://www.youtube.com/watch?v=4Vzk8Qw70hg&t=1024s
Basically all I did was edit the values of the karts acceleration and max speeds, as well as the overall color. The rest was just following the tutorial using the games assets.