Monday, May 19, 2008

New concept!

It's official I pulled a Gantz!

New project, new idea, new direction!

It's generated animation art meaning its heavily based on scripting in MEL and the python shell system.

I'll explain more later, but here are a few concept drawings I've done to help others see what I hope to achieve.


Monday, May 5, 2008

NANA LIVES!!!!

well except for her shoes.. I have no idea what kind of shoe the women of the day wore... I'll get that done ASAP.






She still has legs underneath to help collide with the N cloth tho I might just replace that with simple cylinders to speed things up.

sky's the limit.

I've been busy thumbing away at the "matte" background elements, I have a panoramic shot of Paris which I am going to modify with more Anachronistic building designs... Heres two examples.






They may look the same but they're two different buildings, the one based off of SF's city hall will be modified to look less towerish. My hope is to use various older buildings around SF to act as a base to build towers of glass and steel on top of(all in CG/photoshop of course).


I've also been drawing away at some of the moving matte pieces, aka steam airships etc, I've also been playing with fluid dynamics to simulate smoke and cooling exhausts throughout the city's matte




I need to finalize the clock design and the steam apparatus as soon as possible.

Sunday, May 4, 2008

Nana update






her face is pretty much done, I'm currently shaping her torso, which will become her dress and the legs that help move the dress(ncloth)

characters yet again

here are the finalized(although maybe not polished) revisions of the characters.




and heres a rendered version of the gears in action!

Thursday, May 1, 2008

what the MEL is going on?

Tacky title I know.

But I decided to post up my first real MEL script.

I don't have an offcial title for it as of yet, but for now lets just call it "Feng's Round em Up"

basically its takes all shaders the user selects evaluates what bump map if any is plugged in creates an mia round corners node, attaches the bump to the node, which in turn is plugged into the shader's bump channel.

"What? Is that some fancy Altaic language you speakin?"

no.. lemme just show you some pictures..

it takes things that look like this!


into this!



So those interested in the script it's free to use and modify.

SCRIPT!

///author David Feng
///name of script Round Em UP!
///
///

string $daWindow = `window -title "Feng's Round Em Up!"
-widthHeight 470 190`;

columnLayout;
text "Welcome to Feng's mia_roundcorner application script\n";
text "*Ensure that Mental Ray plugin is loaded shader only works with Mental Ray.";
text "Please select the shaders you with to apply roundness to and then use the button below";
text "\n";
button -label "round em up!" -command "roundEmUp";
text "\n";
button -label "close" -command ("deleteUI -window " + $daWindow);


showWindow $daWindow;

global proc roundEmUp()
{
string $selectedShader[] =`ls -selection`;
string $selected;
//print $selectedShader;

for ($selected in $selectedShader) {
//create roundcorners and rename it as subchild of shader//
mrCreateCustomNode -asTexture "" mia_roundcorners;
select -r mia_roundcorners1 ;
string $newName= $selected + "_mia_roundcorners";
rename mia_roundcorners1 $newName;
//get name of attribiute bump and connect to roundcorners
string $zeebump = `connectionInfo -sourceFromDestination ($selected + ".normalCamera")`;
connectAttr -force $zeebump ($newName+".bump_vector");
//connect roundcorners into shader bump node//
setAttr ($newName+".bump_mode") 5;
setAttr ($newName+".radius") 1;
connectAttr -force ($newName+".outValue") ($selected + ".normalCamera");
print ($selected + " has been rounded! TADOW!\n");
};
}