Modelling more of the scene adding a ferris wheel for in the background scene shot. The size that i have ended up modeling as seems to be about right with how big the stall that has been modeled by me.
Broke down the key steps of hoping and how the body moves and looks before making the blendshape of my character and driven keys. found out some problems with using driven keys with blend shapes as when more then one is used the mesh or character gets warped.
Computer program cheeking every few seconds for emails coming into the inbox. when one is detected it talks to arduino sending messages through to turn on the buzzer and leds.
Place where ATtinys can be purchased not sure is 85 or 45 is needed. Thesw would let the communication between leds and also the speaker from the arduino. Also another link that is for mics to the arduino. Can buy these or also find information online to make your own.
What i want to do with the led throwies is have something that communicates betweens a few of them and when they detect sound the would light up. I have the idea of putting them in a dark alley way where not much sound is detected.
After talking to a tutor i got given the idea of outputting a sound as well as the leds lighting up. The sound would be something random. Could be something that people would find soothing or exciting. It goes completely against the environment that it's placed in.
A video that David linked me that helped me to understand driven keys a little bit more as they are confusing and very complex when not familiar and new to using them.
Have been told about using driven keys by Julio and started to look at the best ways that i can go about using them. Found out that using soft selection and changing how high or low the selection is the best way to select what i want then change the pivot point for rotation, translation, or scaling.
Another out put would make these more effecting and catch peoples attention more would be to have a possible out put of sound. The leds would still light up but music would come through depending on how loud the noise picked up from the mic is. depending on the scale it could play 3 different types of genres, classical, rock, metal. Along the lines of that.
I really want to have curtains in the scene as i have had the idea of the opening scene with the curtains opening revealing the dummies. I have been watching a few tutorials that helped me to make an effective looking curtain.
Here are two of the videos that i found really helpful for creating a curtain.
I am still not sure on what i can do about rigging/ skin weighting my character as it becomes so messed up so meanwhile i have started to model my scene making some progress with that.
I looked through google images browsing and what different stalls at carnivals look like and the colours ect.
Started model of carnival tent. wooden shelves, front wooden bench, outside will be red and white stripes.
Started to look into UV texturing and how i can apply it to my model to get a better looking and more realistic dummy. Just two of the tutorials that i watched that i thought was handy on completing what i wanted.
http://www.youtube.com/watch?v=9EQmS9eouCY
http://www.youtube.com/watch?v=tYgQt0N9-gc
Attempted to look at UV my model but it is to high in polys and even when split down the middle to unfold it the shape is hard to distinguish.
Really didn't like the look of the texture that had been applied on the character when i made the turn table rotation and since i have put more detail into the model i would like to give it a better look.
Applied a simple checker texture to the model to see how i can go about UV texturing it.
Started on trying to weight my skin and flooding each part of the joints when i have clicked on them. From there paint on how much i want the object to move.
Have come into some issues that when i try to skin weight the objects mesh disappears and comes out the bottom of my model. Unsure on why it's doing it and have gone back to different models to see what can be done about it.
Some tutorials that i have found handy now that i'm looking into skin weighting more. I will have to take my mesh into some depth with skin weighting as it has such a high poly count.
After moving the controls of the torso around experimenting with the characters movements i have released that the mesh starts to distort like slits in his body.
Took ages to find out why i couldn't assign the joints to the nurbs controls that i had made. A tutor showed me how to assign a cluster to the joint then i would be able to parent the nurbs controls to the clusters and joints.
Started rigging using an Ik spline and then just normal joints for the head. They ended up being separate because of problems i ran into. Created three control points on the model. one at the neck/top of shoulders, one mid chest and last at the bottom of the abbs of the torso.
After looking back at my turntable rotation that had been created i really wanted to put some more depth and detail into my model. I ended up taking it into mudbox upping the polly count and sculpting in abb outlines, collarbone outlines, ribs, and also small detail to the back of the shoulder blades.
Torso in Mudbox after detailed work.
Polly count ended up around 64,000 while in mudbox as a high setting.
My character is a firing range dummy that
really feels emotion and ends up displaying it when he is moved through
different scenes. He is a
construction of wood with no arms or legs, shaped and designed to be shot at.
Through out the scenes he shows the viewers
his emotions by the use of body language when different things happen around
him. The body languages are
dramatic as the environment he is placed into is causing him to move rapidly to
save his own life.
The character wakes up in a room with a whole lot of the same looking targets like him. he is confused looking all around and very jumpy hearing gun sounds and explosions. All of a sudden a mechanical arm reaches out swiping past him grabbing one of the other dummies and taking him away. He tries to hop away scared but runs into the mechanical arm being snatched up. The mechanical arm takes him away while he's trying to break free but ends up going through a door into the firing range. previous blown up dummies are visible. He gets placed down and clamped to the floor. looking around he finds himself not alone. Suddenly the target next to him gets blown to pieces. finally breaks out but with so much force trying to hop away in a hurry he lands flat on the floor before being blown into pieces.
The first two photos are what the the firing range can look like. Will have a big environment with the containers mixed into it. Third photo is like a storage where the targets are left before used.