The 11 Second Club is a great animation learning tool and a fun contest. Every month they post an audio file that is approximately 11 seconds long (it’s 12 this time) and the members create an animation to go along. At the beginning of the next month, the members vote on the entries and a […]
Ok, I got a better version uploaded. The video is MUCH better quality and the audio is better as well. However, the conversion to flash caused it to go a little out of sync. It’s still not as bad as it was before. Still, for someone like me who’s trying to share their creative vision, […]
I’m not really impressed with the way that the audio was left out of sync when I converted my video to xvid as well as the strange artifacts in the videos. I intend to re-upload a director’s cut in the next week or so. When I do, I’ll announce it here.
I’m happy to announce that my third animation, and second micro-short, is now complete. You can watch “Trick or Treat” by going here. Thanks everyone who’s helped out in various ways!
I decided to get a little more organized for this animated short, so I put my tasks into the Gnome Project Manager. (Similar to MS Project) I also figure this way I know how long it should take so I won’t rush myself and compromise in quality. I want this to be the best animated […]
I finally finished rigging up Nick’s body. His face is yet to be done, but at least I finished up this milestone. At this point I’m not sure if I’m going to start work on the facial rigs right away. I’m leaning more towards beginning modeling on my next character, Wallace. This is because at […]
One long standing request on the Vimeo forums was for Vimeo to adopt some features from flickr; namely sets and groups. Well, Vimeo decided to mix it up and create a hybrid all their own. Dubbed Channels, they are an interesting mechanism. A user creates a channel and then the user can add his own […]
I’m getting a bit bored and my wrist is starting to hurt a little from operating the mouse so much. I’m not done recategorizing my blog posts, but I only have one year’s range left – March 2006 – March 2007. Hopefully that was a twelve month period in which I didn’t write too much. […]
I was reading 3D World Issue #95 and they had a tutorial for Blender in the Questions section. It involved having a ball hit a wall of bricks and knocking them down. This is tedious to animate brick by brick, but relatively simple with the Blender physics engine. The following animation only took me about […]
It’s something I need to keep reminding myself as I work on getting myself more and more competent with Blender and 3D animation in general. For example, check out the complex rigging I did for Nick’s hand for “Sugar”: It’s not complex in the sense of having a ton of bones, but complex in the […]
I’ve used and created a few rigs now for my different animated shorts and test animations and I’ve had my share of frustrations with the process. First off, it can be quite tedious to create even a mediocre one. Second, it’s hard to create a good one; forget about how hard it is to create […]
In the world of computer generated cartoons and images, we have a very awesome trick we can do which cannot be done in real life. We can have unlimited Depth of Field. If you aren’t a photographer or involved in filming, you probably have no idea what that means. Well, in real life lenses cannot […]
Here I spoke about how a problem had caused Nick’s hair to look blue. I was using some transparency effects on the hair to let it fade away like real hair. (I was following the hair tutorial in “Introducing Character Animation with Blender”) However, I am using ray tracing for transparency to have good looking […]
This weekend was pretty great. I got to spend a lot of time with my wife. They were supposed to call her in on Saturday, but it got canceled, so that made our time together more enjoyable. Dan came over and we watched him play Guitar Hero 2 on the PS2. I gave it a […]
First up, a coaster that Penguin Pete designed the texture for: then the entire scene with a texture I made for the table: