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#201 08-05-2010 12:08 pm
Re: 11 Second Club Rig
I actually like the young look.. makes her cute.. that cuteness will follow along when u make her old.
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#202 08-05-2010 12:08 pm
Re: 11 Second Club Rig
That's ok, Ranfart, your work shows you've got a good grasp of human anatomy, so I know it's in good hands! ![]()
By the way, here's the woman with the 'matured' face on her body. Note that I reduced the size of her head quite a bit.
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#203 08-05-2010 12:10 pm
Re: 11 Second Club Rig
Uncle11.. I think the eyes are too close together.. it kinda looses its appeal..
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#204 08-05-2010 12:15 pm
Re: 11 Second Club Rig
DanCe3d wrote:
Uncle11.. I think the eyes are too close together.. it kinda looses its appeal..
That's ok, I'm just throwing in ideas. Seeing what happens.
I just thought it might have a bit too much 'baby' features, which of course is the cause of its cuteness. ![]()
Hope we don't drive Ranfart nuts! ![]()
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#205 08-05-2010 12:20 pm
Re: 11 Second Club Rig
http://2.bp.blogspot.com/_sokFjVf0qz0/T … atpose.png
A little sketch of a T pose...
Last edited by ranfart (08-05-2010 12:24 pm)
I'm looking for a job as animator 2d digital or traditional...everywhere!Please send me an email to contact me and visit my site here www.ranfanimation.com or download my portfolio here:
http://www.ranfanimation.com/doc/portfolio.pdf and looking mi storyboard here: http://blip.tv/file/2797467
THANX
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#206 08-05-2010 12:22 pm
Re: 11 Second Club Rig
Thanks Uncle11 ![]()
I'm looking for a job as animator 2d digital or traditional...everywhere!Please send me an email to contact me and visit my site here www.ranfanimation.com or download my portfolio here:
http://www.ranfanimation.com/doc/portfolio.pdf and looking mi storyboard here: http://blip.tv/file/2797467
THANX
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#207 08-05-2010 12:41 pm
Re: 11 Second Club Rig
oh cool ok.. yea... uhm... ok.. an ideal T-pose good for rigging is...
-hands faced down
-arms and legs straight extended
-face and body is completely flat on the front
-side view would be flat with the side
-legs,arms straight as well
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#208 08-05-2010 12:42 pm
Re: 11 Second Club Rig
I heard that it's better to model a rig in a squat position, I don't know how true this is, but it's what I heard.
Learning animation is like walking on a path that keeps widening until you're running in a field of ever-expanding possibilities. - via Clay Kaytis's fingers, 14th July 2010, Twitter, Earth
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#209 08-05-2010 12:52 pm
Re: 11 Second Club Rig
Ok thanks for the tips.
I will do it the turn around after the choice of character.
That's only a sketch to show the face and the body in "default" position....
Ok i will take a litle pause...i must do it a lot of thing..in september i will leave my house and i've about 12 years of things to moves.....
Tonight i will working again over :-)
I'm looking for a job as animator 2d digital or traditional...everywhere!Please send me an email to contact me and visit my site here www.ranfanimation.com or download my portfolio here:
http://www.ranfanimation.com/doc/portfolio.pdf and looking mi storyboard here: http://blip.tv/file/2797467
THANX
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#210 08-05-2010 1:14 pm
Re: 11 Second Club Rig
@martyn.. im pretty sure they're better off straight.. its easier to position the joints and its easier to paint skin... plus, its easier to transfer references because the start will always be the same.. jason schleifer (a famous rigger who worked at weta digital and is now at dreamworks) taught it straight and said to specifically keep it straight.. I'll take his word on that one..
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#211 08-05-2010 1:19 pm
Re: 11 Second Club Rig
OK guys i was experimenting a little bit...Welcome back Ranfart..I'm from Egypt man..north Africa...Anyway from an experiment... Is that Bishop is a character that you can't age him, give him a specific age...maybe middle age guy??..Anyway you can't say he's too young, too old...you can put mustache, white hair, black hair, he's turning any age just by adding a feature not by changing in the face itself...I'm talking about the first one...OK now i tried to put mustache on your T pose Ranfart which i can't show..
..Your property..(i already did once i won't do it again)...he's still a young guy putting features...maybe I'm wrong, maybe i didn't do it right...but I'm experimenting...so i need your opinions..and yours in specific Ranfart...Thank you...I really appreciate your effort in design..
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#212 08-05-2010 1:24 pm
Re: 11 Second Club Rig
Thank you Raminator...i'm here :-) so experiment without problems...i think we must sharing our impressions everybody...we must find also a good modeler and rigger...
I'm looking for a job as animator 2d digital or traditional...everywhere!Please send me an email to contact me and visit my site here www.ranfanimation.com or download my portfolio here:
http://www.ranfanimation.com/doc/portfolio.pdf and looking mi storyboard here: http://blip.tv/file/2797467
THANX
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#213 08-05-2010 1:34 pm
Re: 11 Second Club Rig
hi guys, i want to share some of my expectations regarding your 11secondclub rig,
1. Try to make rig as light as possible.
2. Accessories like hair. cloth etc should not be included, however a separate database should be made for that,
But, first of all, make a deadline for finalising the concept, otherwise, this topic may loose interest,
So all of you guys best of luck
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#214 08-05-2010 1:44 pm
Re: 11 Second Club Rig
Hmm.. I actually think the hair should be included.. but there is also another solution.. i can whip up a script that will automatically install the clothing for you so the people that done know much about maya can do that as well...
The rig will definitely be fast.. I hate animating with slow rigs as well...
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#215 08-05-2010 2:07 pm
Re: 11 Second Club Rig
He he, I also tried to put hair, a beard etc. on the T-model.
It's fun! Only wish I could draw like Ranfart.
Ranfart, could you put a neutral face on the T-model next time? Now he/she has a kind of "Oh, my God"/surprised expression, and I believe a modeler starts from a neutral design. At least that's my impression, but know that I'm no modeler, so I could be wrong.
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#216 08-05-2010 2:25 pm
Re: 11 Second Club Rig
DanCe3d wrote:
@martyn.. im pretty sure they're better off straight.. its easier to position the joints and its easier to paint skin... plus, its easier to transfer references because the start will always be the same.. jason schleifer (a famous rigger who worked at weta digital and is now at dreamworks) taught it straight and said to specifically keep it straight.. I'll take his word on that one..
Fair do's mate, just thought i'd heard it before tis all, I was probably mistaken.
With regards to haripal comment with keeping accessories separate I think there's something to be said on that. I'd hate to think this rig become a huge file, then if you have two or three characters per scene, plus all their accessories, blend shapes, then all the incremental saves that Maya crates, it could chew away at disk space. This is coming from someone who doesn't have too much of a grasp on the technical side of this so if what we're proposing will be small then ignore me.
Solutions to this could include (again, i don't know if any of this is possible, just throw it out there)a system that would link to the accessories with some sort of interface, importing them into the program as and when they are needed. An on-line database that generates any combination of attire needed (I envisage there being a near infinite selection of clothes/items for our rig), showing what the rig will look like wearing *that* item combination.
Of course, this is all redundant if this can all be dropped into a tidy little package available straight away.
Learning animation is like walking on a path that keeps widening until you're running in a field of ever-expanding possibilities. - via Clay Kaytis's fingers, 14th July 2010, Twitter, Earth
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#217 08-05-2010 2:33 pm
Re: 11 Second Club Rig
DanCe3d wrote:
Hmm.. I actually think the hair should be included.. but there is also another solution.. i can whip up a script that will automatically install the clothing for you so the people that done know much about maya can do that as well...
haha this is what I was attempting to spew forth, scripts and that!
More questions bouncing around my brainbox are these - How many hair styles / clothing styles / accessories do we plan on including with this rig? How do we plan on adding new ones? Do we include super simple ones with the initial release or do we include everything we've got at the time? Sorry if this isn't relevant yet, just wonder is all.
Last edited by Martyn (08-05-2010 2:41 pm)
Learning animation is like walking on a path that keeps widening until you're running in a field of ever-expanding possibilities. - via Clay Kaytis's fingers, 14th July 2010, Twitter, Earth
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#218 08-05-2010 2:51 pm
Re: 11 Second Club Rig
Martyn wrote:
DanCe3d wrote:
@martyn.. im pretty sure they're better off straight.. its easier to position the joints and its easier to paint skin... plus, its easier to transfer references because the start will always be the same.. jason schleifer (a famous rigger who worked at weta digital and is now at dreamworks) taught it straight and said to specifically keep it straight.. I'll take his word on that one..
Fair do's mate, just thought i'd heard it before tis all, I was probably mistaken.
With regards to haripal comment with keeping accessories separate I think there's something to be said on that. I'd hate to think this rig become a huge file, then if you have two or three characters per scene, plus all their accessories, blend shapes, then all the incremental saves that Maya crates, it could chew away at disk space. This is coming from someone who doesn't have too much of a grasp on the technical side of this so if what we're proposing will be small then ignore me.
Solutions to this could include (again, i don't know if any of this is possible, just throw it out there)a system that would link to the accessories with some sort of interface, importing them into the program as and when they are needed. An on-line database that generates any combination of attire needed (I envisage there being a near infinite selection of clothes/items for our rig), showing what the rig will look like wearing *that* item combination.
Of course, this is all redundant if this can all be dropped into a tidy little package available straight away.
thats possible.. I thought it would be nice though to have one file that had those like bishop... If there are any updates, all you have to do is download the new stuff, then use the mel scrip that comes with it, and it sets it up for u.. heck, we could even make special clothes.. the ones with really good quality textures and designs and those would be for sale.. i dunno... up to you guys...
BTW: how do u guys like the design i posted on the previous page?.. im curious..
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#219 08-05-2010 2:57 pm
Re: 11 Second Club Rig
as for the huge files, you guys should practice file referencing.. it saves huge amounts of disk space.. its where you have the source rig.. then u have the animation files which only contain the animation keys and whatever you make in that scene.. you can have a 30 mb rig and 500kb for you animation files...
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#220 08-05-2010 2:59 pm
Re: 11 Second Club Rig
I really like them all, 1/3/5 have something stronger about them though, I'm not awake enough to know what right now though (that nap seemed like a brilliant idea an hour ago). Definitely appealing, congratulate the interns on a sterling effort.
Cool, if they can all be squeezed into one file then that's fine by me, and actually makes a lot more sense. I don't know if I agree for selling anything to do with it though, unless an entire industry builds up around the rig and people chose to go off on their own opening clothes stores and the ilk (ha, we can only dream).
Learning animation is like walking on a path that keeps widening until you're running in a field of ever-expanding possibilities. - via Clay Kaytis's fingers, 14th July 2010, Twitter, Earth
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#221 08-05-2010 3:02 pm
Re: 11 Second Club Rig
DanCe3d wrote:
as for the huge files, you guys should practice file referencing.. it saves huge amounts of disk space.. its where you have the source rig.. then u have the animation files which only contain the animation keys and whatever you make in that scene.. you can have a 30 mb rig and 500kb for you animation files...
Ooh please tell me more about this (in the thread i'm about to make in the animation forum). I would also say though, it's important to remember not everyone who uses the rig will know about this technique (including me at the moment) and making sure everyone does just to use a larger rig would be a little counter-intuitive.
Last edited by Martyn (08-05-2010 3:11 pm)
Learning animation is like walking on a path that keeps widening until you're running in a field of ever-expanding possibilities. - via Clay Kaytis's fingers, 14th July 2010, Twitter, Earth
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#222 08-05-2010 3:10 pm
- ChocoBilly
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- From: San Francisco Bay Area
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Re: 11 Second Club Rig
I'm gonna throw this out there ~
I think hands are important. They need to read well. I like five finger hands...
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#223 08-05-2010 3:11 pm
Re: 11 Second Club Rig
ChocoBilly wrote:
I'm gonna throw this out there ~
I think hands are important. They need to read well. I like five finger hands...
Can I ask Billy, how do you guys at 11SC towers feel about this rig?
Learning animation is like walking on a path that keeps widening until you're running in a field of ever-expanding possibilities. - via Clay Kaytis's fingers, 14th July 2010, Twitter, Earth
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#224 08-05-2010 3:26 pm
Re: 11 Second Club Rig

A set to have an idea about lipsync and expressions...
The hand i think are better of five but we can put an option to do it 4 fingers..
I think can be good also to do it also two versions for different style of animation:
One cartoon (four fingers, head big, a small body etc..proportions like mickey mouse or warner...)
and another more anatomycal.
I think this are one option need in a characters, to have really a "swiss knyfe" for every kind of animation and reel...
I'm looking for a job as animator 2d digital or traditional...everywhere!Please send me an email to contact me and visit my site here www.ranfanimation.com or download my portfolio here:
http://www.ranfanimation.com/doc/portfolio.pdf and looking mi storyboard here: http://blip.tv/file/2797467
THANX
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#225 08-05-2010 3:31 pm
Re: 11 Second Club Rig
aw man ranfart.. i wish i could draw as good as you do.. @_@..
anyways.. these are great.. im wondering though how the lowerlids would move.. I would love to do the face rigging for this..
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