CG

PointCache Manager

Sunday, April 15th, 2007 | CG | 8 Comments

Hey, a CG related post, who would have thought!
Due to the amount of emails i get about this i finally decided to release my old PointCache Manager tool, i added a minimum of documentation and reworked it a little. This was a few months ago, after some user requests.

This tool is for mass-recording and loading pointcache files.
It’s still max8 only, maybe if i find the time i will make a max 9 version which should be fairly easy.
aearonPCM_1.1.0_max8.zip

You may want to visit the Website of Kai Wolter for an XSI .pc2 exporter/importer

I think in a while i will also release a new version my network update/menu generator system which is for max 8 and 9.

Maya-Like Utility Nodes In Max

Thursday, March 30th, 2006 | CG | 4 Comments

Ok… after some discussion with a few other max guys I finally started to try and implement Maya-like utility nodes in max.

After a day i already have them semi working! (It’s more like a rapid prototype though, just the framework, no ui for most of it yet)

here’s a demo of it: SceneGraph_UtilNodes.avi (tscc codec, 860kb)

and here’s another clip with new features : SceneGraph_UtilNodes2.avi (tscc codec, 1mb)

The Butcher

Monday, March 27th, 2006 | CG | 4 Comments

Hello people who visit this blog.

Here’s another demo of a tool i’ve been working on (and plan to publish sometime).

I call it the butcher, it is supposed to streamline the creation of cut up low res meshes for fast animation rigs. i developed it in anticipation of a project with a very tight deadline and a large amount of individual characters. combined with my rigging script, which i have working by now, this allowed me to get an animatable rig to the animators within about 30 minutes for most characters.

here’s how it works

  • it calculates the distance from every poly to every bone
  • every bone gets an index number, every faces material id is set to the closest bones’ index
  • the automatic assignment will not be perfect in all areas, especially the torso, but you can edit it by changing the material id’s before the mesh is cut up
  • the faces for each bone are detached according to their material id’s, and attached/parented to their bone
  • ready to move!

(Model by Steffen Unger aka Neox)

Dependency Graph Demo

Thursday, February 9th, 2006 | CG | 1 Comment

Hi there,

i just made a little demo clip showing off the basic features of my scene graph script. it basically mimics some of the functionality of maya’s dependency graph.

features so far:

  • show and change hierarchy of object
  • show node relationsships like constraints
  • show and edit wiring connections
  • sort nodes in the view based on hierarchy or position in the scene
  • synched selection between graph and viewport

missing features to make this useful:

  • a lot ;)

disclaimer: this video was made early in the morning and it may seem like was drunk, which i was not.. but you can actually see my cursor thinking

some new features implemented later (maya-style utility nodes)

Osipa Style Face Controls Script

Tuesday, February 7th, 2006 | CG | 3 Comments

Hi everyone, just showing how my Face Controls-Script i mentioned before works… just a little preview

The script is not that intuitive yet with all the control types, i’ll add some pretty pictures to show what each control is/does later, it just has to work for now ;)

Using this script you don’t have to worry about any of the formulas involved, it creates output slots for the control object that you can just wire to your morph targets.

It also creates a trackview containing only the relevant tracks of all the face controls

Working On An Automatic Rigging Script

Sunday, February 5th, 2006 | CG | 4 Comments

I’m working on a script that automates the rigging process for most characters. I’m considering releasing a rig made using this system to the public, so hopefully some animators will pick it up and get back at me with some feedback.

I’m in the process of ironing out some bugs and › Continue reading

Commercial - Nike Tiempo

Saturday, February 4th, 2006 | CG | 1 Comment

Just posting some not so recent work

nike_tiempo.avi (16mb, requires DivX codec)

Nike Tiempo

We created a digital Ronaldinho double for four shots of this Nike Soccer Commercial. These shots required a spacial ghosting effect and motion trails. Additional work included a CG soccer ball for our shots and some of the live action ones.

My responsibilities included:

• Cloth modeling and dynamics
• Soccer Ball modeling, texturing, keyframe and procedural animation, dynamics
• Motion trail effects on Character and soccer balls
• 3D Ghosting effect on character