Friday, 10 June 2011
Solved
We found out what the problem was, Andy helped us out and explained that it was due to the geometry render stats. Primary visibility, receive shadows and cast shadows had to be checked on. When we re rendered our geometry was now visible and renderable.
Thursday, 9 June 2011
Rendering

Tuesday, 7 June 2011
Animating: Playblast
At the moment the animating is going well, it is slow on occasions but then again we are not proficient animators and we are working with an unfamiliar rig. The rig is not perfect either but it shall do. We shall have to be careful when animating so as not to deform the rig too much so that odd pops and tears begin to appear. Also we have to try to be clever with the camera angles so as to hide or at least disguise some imperfections with the rig. We are using the playblast playback function in order to view our animations in real time as playing back the animations in the timeline/ viewport is useless and does not give you an accurate indication of what the animation is looking like. This method is a long winded one and there is a lot of trial and error involved.
Thursday, 2 June 2011
Joe Meeting
Before
Much nicer, bright and clearer. The colour of the wood matches the reference image and the vignette has been tones down.
Acquiring Sounds Effects
Im going to see if I can get hold of a sound effects hard drive in order to download some useful Sound Effects for our animation short.
I managed to acquire a collection of decent sound effects from the SFX External Hard Drive (HD).
I found useful interior household foley such as footsteps, door slams, clock ticks etc.
It was tedious to sift through all the sound files however as there were many folders and many of the sounds themselves were not categorized or named.
Meeting with Tara
For some reason when manipulating the handles in order to move the character's limbs etc this caused Maya to lag. Its is not completely unusable however it is annoying. I tried to solve this issue by decreasing the subdivisions of the mesh and deleting any unwanted components within the scene and deleting history. I discovered however that in doing this the connections between the bones and the character and the blends with the face were removed. Also the painted weight history no longer existed. So I could not use this function. I tried using delete deformer history and there were similar problems. When key framing and animating, I experienced lag and this was not a good way of seeing how your animation is working. I shall have to use the play-blast function instead in order to see how the animation is looking. I was also recommended by Josh to turn of any textures, animate in normal mode rather than smooth preview and turn off the visibility of the clothes. We discovered that the wrap deformer was using up a lot of memory as the computer had to calculate how the clothes were behaving every frame that it was being manipulated. This could be solved by painting the weights of the clothes on the character, however I am told that this would be extremely difficult. The thing is we should have modeled the character and the clothes as a single mesh rather than separate geometry. Due to the fact that Alex and I had very little experience when modeling the character we did not realise this would be an issue. Lesson learned and if only we had known. But what we have is workable and we shall make do with what we have because it is too late for any changes now. Remodeling the character would be out of the question as we would be severely putting us behind schedule and the project would be at risk. Quite frankly I just want to start animating.
We discovered that Josh's suggestion of turning off the textures, the clothes and animating in normal component mode rather than smooth preview did lessen some of the lag issues we were experiencing. We will need to monitor how the clothes are behaving on the character and if the body geometry is permeating the vest geometry. We will have to look at the animation via the playblast function to bypass the laggy playback when viewing the animation through the viewport and timeline.

Tara's Rig. I do like how she colour coded the handles to make the rig more easily understood and navigated.
Wednesday, 1 June 2011
Tara Rig Problems
I agreed to meet up with Tara the following day to try and resolve the issue. Abs said he would come in and see if he had any suggestions. I may have to upgrade to Maya 2012 to avoid these recurring issues.
Here is a picture of Tara's rig .mb file.

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