June 15, 2015

V8 Engine rig

This hard spring already in past. So lets begin to collect the results! While there is time to take a breath :)



The first will be researching project of full rigged engine, in V8@32 formation. The main goal was to animate some processes inside engine while working.
Considering that engine rpm is extremely variable, animation by keys isn't good idea.
And here is the result of some researching of rig and script animation. I collected some project's shots and mixed it with viewport previews to run them as a short video to demonstrate features.




Program list is short and covers just 3ds max for animation and Eyeone (blackbox) Fusion for compouse project's shots. Video was produced in Sony Vegas.
The model was made by freelancer Denis Korystin also in 3ds.

Hope enjoy to somebody:)






April 21, 2015

Speeding up

It`s very nice to do something well. But do this in twice speed then others - it is called be a perfect!
So, here is one of cool things to manage your work scene and speed up the process.
Hide/unhide by category panel is well known in "display" deck of the 3ds max window, but what about the hot keys of it?
Сombining [shift] key with the next buttons you will get an hide/unhide effect: [G] - geometry, [S] - shapes, [C] - cameras, [L] - lights, [H] - helpers, [P] - particle systems.

Be smart, be fast, be perfect!

April 3, 2015

TV. The first one.

Debut on TV. Also absolutely the first character animation work.



Around three weeks for writing scenario and agreement with the client, learning a character animation basics, catch a style of the movie and to produce.





None of ducks wasn't harmed!




February 23, 2015

Camera Tracking

The first attempt of camera tracking. Simple one, for starting.
A bit of jitter is present.



February 14, 2015

Smoky morphing

Nice film effect that could visualize a ghost or some magic things :))
Actually just another oneday particle practice.


February 9, 2015

A plan for the awakening scene.


Now the project is entering into very important stage.
It is clear that there is no reason either possibility to work with full environment with detalisation level required for close up parts. So the main question now is how to divide perspective view into few logical parts. How many parts do i need, how fast the detalisation will be lowering in each part after nearest. And more, the main goal is to avoid visibility those parts in final work and how to merge this with several cameras in scene.

So, ... research, research, research. Check it and research again.
Spring is coming, hurry up!



February 6, 2015

Transel

One of the longest projects.
Debut in complex compositing, setting up a camera and adding of FX.
It will be the starting point to the future high quality animation works.


3ds Max, VRay, FumeFX, RealFlow, Krakatoa, Fusion.