Tuesday, December 30, 2014

Animation Round up. Concluding the year 2014.

Hello People and welcome to your favorite animation blog Hypefroactive. I hope you've enjoyed the holidays so far and if you are still working, dont worry, there's still plenty of time to catch up with the fun and excitement in the air.

Alright today i'll be talking a little bit about animating in general from my point of view as regards learning as a newbie from scratch. As you know i've been creating animation demos from around say March/April up till about December with focus on "how to animate" and has been a very wonderful experience. Starting with the stick figures here http://youtu.be/sBAKHD4ZKC0 and a couple of videos in-between taking you to http://youtu.be/Z-vY3sZ5hlM if you are a soccer fan, then a couple others more until this final one is produced http://youtu.be/sgnhTnzCnHE which is a dance.

Yeah talking about the last one, i've always wanted to do some dance moves but find it difficult to pull off. This is not because i dont know the moves, this is because i do not know what to do first, next and how to go about it. Faced with this type of problems with time always running against you, the only logical solution at the time would be to do something else, sort of like change course and this can really be embarrassing sometimes not been able to do exactly what you want to do. Well in this last reel http://youtu.be/sgnhTnzCnHE, i was able to do exactly what i wanted to and would have loved to do more but for time. Also, i noticed that though there are a lot of ways to animate, there is a right way which of course is in alliance with the "principles of animation". If these principles are understood while working with a keen eye and patience, you can bring almost anything to life.

Well, my last demo about sums it up for learning how to animate as a newbie in simple terms and form,  since i rarely look into lighting and the scenes. Next year, i'll be upgrading to my Reid V2.0 which is basically stepping up on my animations in general. So i hope to see you all in 2015 and until then keep animating, keep the spirit alive.

Saturday, December 20, 2014

My November "Dance Reel"

Hello Peeps and welcome to another edition of Animations on your favorite HypefroActive Blog. I trust you've been doing good and Breaking new grounds as you aspire to. Animating is the name and Animation is the game and you know how we do talking about clicking that mouse to make things happen. Ok, so it's the last month of the year and i owe you guys a dance anime as promised since last month. Well, rendering is in progress and will be over by tomorrow and would definitely be on air tomorrow God sparing our lives....

That was yesterday. I intended to post that and maybe what i'm posting now, today, including but not limited to the video as promised over a month ago but i thought it best to delay it until today as everyone would be eager to see the shot that i've been talking about plus this is beginning to get really boring or don't you think? Again i apologize fro not able to pull off the fight animation that was to come after this as i have alot to deal with including time constraint. Please bear with me, i'll try and make it up to you sometime next year.

And in Next year i'll b upgrading to my version 2.0, so watch out as i bring better and more quality fun than i have this year. So with no further ado, please watch, share and subscribe to my channel.

Once again, thanks alot and see you next week.

 http://youtu.be/sgnhTnzCnHE

Saturday, December 13, 2014

Synergy and 3D in Africa.

Hello Peeps  and welcome to another edition of Animations on HypefroActive. I trust you are all doing good as usual and as i'll like to think and believe. It's been a while again and as you know i am working on my dance Animation. I've not abandoned it just so you know because some of us may be thinking, hey this guy dont take this long to churn stuff out, so what's the problem or has he called it quit? Eeerrr no, matter of facte i'm on it as we speak and almost done then afterwards maybe render. But it definitely will be out next week. And about the fight Animation, i'm sorry but that would have to wait till next year. Yep, alot of us really would want to see that and i particularly would want to do something crazy as well with the models but i guess that wont be possible this year because i'ld be going on vacation, so please bear with me. C'mon, it's Christmas baby!

Alright, today i'll be looking at the word Synergy. What does it mean? A lot of people use that word and nothing happens afterwards. Well to begin with, i'll go with Synergy is "the interaction of elements that when combined produce a total effect that is greater than the sum of the individual elements, contributions, etc". This definition is culled from dictionary.com and if it's what alot of the guys here mean then we are good to go with reasoning together so you can go on reading, but if not then don't bother as it will appear that we are on different pages from start.

Now people urge others to Synergize, which is an awesome idea but what are we synergizing? I think to put it in simple terms, it means bringing different useful things to the table to achieve one great effect. Up till this day, i've not seen anything like it even as awesome as this idea may seem and people clamour for it at every given opportunity to use it. Like i said it's a very good thing and if you don't believe me, then you should try modelling from scratch, texturing, rigging and behaving like crazy all in the name of animating. Do that a couple of times say three or four then you'd get the drift. I animate and create everything from scratch because that way, i learn and it gradually accepts me ultimately becoming a part of me, also it helps me build my speed. But that doesn't mean i like it. For me, i do it because i have to especially when you take into account the society we are in and the missing infrastructures needed to help harness that creative mind. Well the bad news is The government doesn't seem to care much about me and you or youth development so lets talk Synergy for real, maybe this would work.

Some of us 3D artist model very well, others texture and the rest probably rig and animate. As it stands, a lot of us know how to model and texture whether professionally,amateur-ly, slightly, roughly or any ly that you'd want to put it. But the same cannot be said about animating as some of us are just too far away from others. What i'm trying to say here is, there are more modellers than animators. If you were to do a ten minute shot and you are thinking of raising a team to pull it off, this may not work as you are about to find out that a particular specie lacks in your team. And even if you manage to bring them together in the small amounts of what everyone knows or can contribute, you'll find out that some of these guys don't understand the language of these other guys not because the Softwares are different, not because they are far from each other but because they understand the fundamentals that link them up in different ways and levels. For instance, a lot of us still struggle with walk circles while some others actually bring a variety of thought actions into life. The ways may not be a problem but the level is and will always be. Faced with small problems like these... Synergy may not work.

Synergy can only work where there is division of labour and everyone to a large extent can work with very little supervision or non at all. And like i said, when it comes to ways, that part of the problem can be tackled as we see things differently but when it comes to Levels then that's a different ball game. So you see, the synergy thing would seem to apply in different respects considering the little things said here plus a lot more. And in the end it all boils down to how good you are for someone to want to collaborate with you. This last piece is the ugliest nobody wants to tell you to your face because they want to probably stay in your good books.

Well this post applies alot to guys from Africa having problems like electricity, the internet data plans and stuffs that will aid them in becoming better animators. Well, that's it for today and i hope to see you again some time soon so until then stay blessed, stay out of trouble and keep animating.

Thursday, December 4, 2014

Smoothing out Animations with the curve editor

Hello Guys and welcome to another edition of Animations on HypefroActive. Still on my Dance Animation shot and i want to share some tips used in achieving as well as polishing my it and today i'll be talking about the CURVE EDITOR. But before then please allow me to share a WIP of the shot. At this time there are no cameras and the shot is been culled from the perspective view and can be found by clicking right here http://youtu.be/SknUJPn6PaQ

That's right, today i'll be talking about the Curve Editor in 3dsMax. Where is the Curve Editor located and what is it? The curve editor is located on the standard tools bar, normally the third menu bar counting from the software windows title bar and is between the graphite and schematic view tool tabs. So it's like this, let's say you locate the group of snap tools, the ones looking like "red horse shoe magnets, then immediately after this group you've got the selection sets which is normally a blank space then the mirror and align tools, the layer, graphite and finally the graph editor. Yeah that is where the graph editor is located.

Now alot of the time you probably would have come across the graph editor and maybe think, yeah it's just one of those tools you can do without. Nope it's far from one of those tools you want to ignore. Truth is the graph editor helps you smoothen out motion paths and if the graph editor cant handle it, then nothing else in 3dsMax can or it's equivalent in any software. The graph editor is where the finishing touches to your animations are applied. It's the last resort and i pretty much regard it as my saloon or make up shop because that's what it does. It applies make ups to your animations. Over are some pictures of some shots that i took while animating and i want you to look at the neck area of the character. The Character is on a dance pose kind of what we call "komole" in Nigeria naturally occurring in a song's breakdown. Anyways the neck is over turned in the y-axis and that is not what i want. A lot of Animators would say push your character animations to the extreme
so that you get alot of change. Which is true especially for cartoon animations but in this case i wish to achieve otherwise. Though i could do that by going to every frame where i have those rotations and adjust them but because i have many of them i choose to work with the curve editor because it is faster, more interactive and i can easily foretell what it is i want and in what direction it should go. Not to talk about the advantages of smoothing out curves, making them linear, constraining a shape or bone to a point in time thereby eliminating the effect of sliding etc. So the second picture shows the problem, while the third picture shows the solution using the curve editor. The curve editor is a very powerful tool in any 3d animation software and if you really want to be good at animating then you should learn to use it effectively. Make it your friend.

That's all about the curve editor's role in my dance shot and i hope to see you guys soonest. So until then keep the dream alive and keep animating.

Monday, December 1, 2014

"Animators Block" on My Dance shot?

Hello Peeps and welcome to another exciting edition of Animations on HypefroActive. Still on my recent shot talking about the Dance Anime i embarked on some days ago. Wow it's gradually becoming weeks now and i'm still not through with the shot. I guess it happens sometimes and i think i've got the Animators block. Reason been i'm trying not to repeat anything that i've done before talking about in this one http://youtu.be/opFjvErscKw.And to make it worse, i'm not much of a dancer myself so you can see where i'm coming from. But in all i've got some major moves and i intend adding more dance moves to what i already have, even a Micheal Jackson "Billie Jean" signature move but on second thoughts, having an M.J dance feature in a song that's not MJ doesn't really feels right and i wouldn't want to disrespect The Late King of Pop like that. So let's look for something else then.

Alright so i'm on about nine hundred frames of dance animation and i've got the Animation block. But that's not much of a problem because this things happen sometimes plus they come and go. But what is more important having come this far is the option of having to rig the hands without any ik solvers. Just bones and controls and the hands swinging freely. Boy! That would have been something. But i've gone beyond that now and the show must go on.

So as i like to animate most of the time, i've got the character swinging kind of into the scene then positions himself for a variety of wacky dance moves. So far everything has turned out well but i'm hoping to improve on it, introduce a couple more dance moves, do the tweenings and pass it to you guys. 

Tuesday, November 25, 2014

More on how i Animate my Dance shots.

Hello HypefroActive fans and welcome to another edition of Animations on HypefroActive. Well as you know i am on a dance Animation project so for a week to come or there about, all i'll be talking about will be updates on the Animation shot. Yeah, it's boring and who the hell wants to know about these progresses? Well to a lot of you, it could be boring as a matter of fact, it actually is. But again we have to consider the very new guy that is curious about how all these is been put together. Because as a newbie myself, i often wondered how this things work. Are these really animations? where they animated and stuffs like that. Yeah they really are animated and these are animations and it takes an aweful lot to decypher how these things actually work. So again, please bear with me and i promise to make it less painful.

Right, so in the past two editions i shared my progress regarding the model, rigging and texturing. Also i've been tweaking the model to get something as close as i want until i got this one. Now that the model is fairly ok, i have proceeded to Animating the character. How do i work? I Animate for some time like two months then i take a break to make researches. And every time i come back, there is something new that comes back with me, every time making me better, in that i see and reason better than i used to. And there's this mixed feeling of me jumping into Animating something also i get this "can you really do this feeling". It's crazy aint it? it's like going into a fight and you just want to get into the right frame of mind, handling your business. Anyways i do what Bruce Lee does or better still teaches. I empty my cup so that i can take in new content.

So here i've got my character bouncing and kind of dancing into the scene then every other thing follows suit. I am doing a pose to pose because i have to hit the animation at the exact key where there is a punch to the dance, that is at it's up and down. But before then, i set up the keys for the hits so that i place my feet at exactly where it should touch down. I've spent a while making some research on the kind of dance steps to use in the shot and what song to use as well. So that everyone gets a feel of what i am doing, i take it back old school but put a bit of new school feel to it. Not really gone far with it as at now but i intend to about wrap it up in a week or so. And that's because i intend to skip rendering and also partly because of some elements of the rig that is manually keyed or posed. Dang i miss the auto rig system. The fingers are the worse in this kind of rig set up as i'll have to manually rotate every finger bone one after the other. Unlike the auto-rig where i just use the sliders to pose an entire finger.

Like i said i'm just beginning animating the model and this primarily is its first pass in terms of posing the character. When i'm done doing all the posing, then i'll proceed with fine tuning all the key framing passed to it. And that is the fun part called the tweening.

Ok, so that's all about animations for the day and i'ld love to use this opportunity to introduce www.maxvisits.com to you guys especially the ones that blog like myself or has anything of passion that you do on the net worth letting people know about. So what does www.maxvisits.com do? Well they help you promote your website by literally dragging traffic towards it. And according to what i've heard, when they say traffic, they mean TRAFFIC. So go check em out.



Friday, November 21, 2014

Rigging Techniques and How important is your Rig Setup to your Animations.

Hello HypefroActive Fans and welcome to another edition of Animations on HypefroActive. Alright i'm stil on my character from the last edition and we are making progress.

As at today, i'm done with rigging and on to skinning. Also i take my time doing researches on the kind of dance moves that i'ld want to Animate as well as song for the shot. This Animated Dance video will come in two versions, the first will be short with a known popular song not yet determined at the moment but it would either be a Michael Jackson, An old school or a Nigerian song. But which ever way it goes the moves have to match any of these songs. I'm hoping it will be very entertaining and better than anything that i've ever done and the first would be short and available to all social media platforms while the longer version would be exclusive only to YouTubers.

Now as at the last time i posted an article on here, i just began working on this project and was in the rigging process where i was talking about the manual, automatic but i choose to use the composition of both of them. A lot of people see animation shots and ask how was this rigged or what software was used to achieve this? And when i look at issues such as this, it makes me wonder why people should bother themselves about type of rigs rather than how to Animate. But again, these people have a point like i discussed here http://reidchannel.blogspot.com/2014/11/how-to-animate-dance-animation-from.html especially if you are doing a dance Animation and there is this move where the hips have to go wild swinging wildly and fluidly, otherwise other than things like this about any kind of rig would do and the outcome for the animation finesse would depend a great deal on your Animation skill. It must be noted however that the more bones and controls you rig your model with, the more work you'll do.

For this Animation, i would have loved to customize the fingers so that they are been controlled by sliders via Attribute holders. An Attribute holder is a modifier in 3dsmax that helps in storing parameters added to a control object like the shape controller. But i couldnt do that because i'm hoping to use this same "everything" if possible for the next Animation shot. Stil i miss customizing the hands because it makes everything easy while animating because all i have  to do is pull down or push up a slider to get the desired pose i want. The downside is that the pose is on the average, that is a little bit close or away from what you EXACTLY want but in all it works. And now that the fingers are in the Manual setup, though i'll get precisely what i want in terms of posing the fingers, the thing is i'll have to rotate every finger bone link one after the other to get what i want. There are three bones in every finger, thus i have to rotate every bone individually and excruciatingly. Now that's not cool, but i get what i want so i'll let that pass, Manual i go.

Right now i'm in the skinning process and i also have to make up my mind on the ingredients for the shot as discussed above. So stick around as I'll be updating this post.

Ok, so i'm done with the skinning and texturing and i have something that looks like this. Ready to animate but i'm putting final touches to the character plus i still have to create the morph targets. when i'm done with this i dont think i'll be rendering this shot, at least not now. I'll probably setup the scene filling it with whatever i think it's neccesary but would want to keep it low poly as usual so dont expect much in terms of beautifying the scene. Ok, it's nice hanging with you guys and i'll probably update again with a pose or something or maybe create a new post when i begin animating. So i'll see you guys pretty soon. Keep the dream alive and keep Animating.

Tuesday, November 18, 2014

How to Animate a Dance Animation from scratch without Motion Capture, MOCAP.

Hello HypefroActive Fans and welcome to another exciting edition of Animations on HypefroActive. It's been a while even if it's like three or four days since i last posted anything here on this blog but hey i'm back now so let's get the show on the road.

So what do i have for you my HypefroActive people this season? Animations as usual of course or what else where you expecting? Yep Animations animations and more animations. But this time i intend again as usual to raise the bar a little higher than it already is at. We've got less than two weeks before november passes the torch and i still have to animate a shot for this month. In this month as mentioned earlier, i'll be doing a dance and afterwards a fight animation shot. Animating both shots has a lot more to do with principles otherwise every Animator would be Animating these kinds of shots in their CG films easily. You really have to get into the nitty gritty of actually knowing how these things work out in real life. Wether you draw, you use the video or act it out, cram or understand while you sink it into your head, it is your call. What matters is knowing how these things happen and in what order they occur. This is not to say that the principles will not be needed because that is definitely not what i mean. What i'm saying in essence is that after reading and digesting the principles, you still have to understand how these things work. These things you hope to animate, that you are so passionate about showing off to people. Well it's not easy especially for us newbies but we do our best. Heck it's not easy for the pros either because i hear them cry too so quit worrying and keep animating.

Alright, so i'm done with my model or my first model and there are no morphs at this time. The face has been textured but i've collapsed all the modifiers making the textured head an editable poly again because i felt the need to pull one or two vertices in the head section of the model. Ordinarily, after modelling and texturing i always bake the textures into an editable poly for no reason. It's like a ritual for me, it doesn't add or subtract anything, i just like doing it that way. But i'm growing and like everybody else i embrace change, so if it happens that i do the uvw map textures again, i'ld be tempted to leave it that way. There was a mistake that i made here though and it's that i should have copied the head model before collapsing it into a stack, that way i'ld have the original just in case and the option of the other i'll be collapsing should i change my mind about anything in the future like i'm doing now.

Ok, so i'm currently in the rigging stage and i did mention things like the Automatic and Manual type of rig in one of my recent posts which can be found here http://reidchannel.blogspot.com/2014/11/how-to-rig-character-in-any-software.htmlalso with their cons and pros. Well the thing is the decision to go with either of them is hard, so i'll be using both types in this one shot. Now because this is a dance Animation, i intend to make it as flexible as possible especially in the spine area so that the transition in animations between frames while animating is smooth. The spine is about twenty percent (20%) responsible for the jerks that happen within that area while animating a dance say if you are using a rig like the CAT or Biped in 3dsmax.
So having used all these and knowing where their strengths and weaknesses lies, i intend to use both the Auto which is the "customized" custom rig and the manual which is your 3dsmax custom bone rig without any customizations applied to it.

Which do i use where and why? Yeah places like the foot, i'ld fully customize the rig in that area because all the foot would do while planted on the ground would be to either roll on the heel, rotate
the toes or rotate the whole foot from the ankle. And  i think this would apply to it while in the air as well. Especially because less attention would be paid there and the bones to be animated are not much thus the order of animation is irrelevant as animations performed to this part of the body will mostly occur in one way or order. what i'm saying is there are like two bones in each toe and the parent bone been the first that's attached to the foot itself will rotate first before the other bone which is the child bone hence the child bone would depend on the parent. So Automating my rig here would be fine for me and easier while animating plus the character would be wearing shoes, but when it comes to the fingers where there are three bones in each finger, it's a different ball game. The other two will not necessarily rely on the parent bone to fully perform its rotation before it does it's own. At least not in all circumstance. Let's take for instance a person trying to curl the fingers and same person trying to grab or lift something. The difference in this two circumstances is the exertion of force at the parent finger bones which will ultimately transfer to the other two child bones. In this case you'ld need a manual type set of rig. So that you can adjust whatever it is the way you deem fit or as actually is in real life. If you choose to go with the Automatic type of rig then, in both instances where you curl or grab the fingers will move and present itself to you in the same order. In the curl, it might look natural but when you animate a "grab" it would look loose thus unnatural if you automated it.
The spine as at now, i have automated with three controls one of which drives both at same time and the other two are independent of one another but answer to their parent which is the hip bone. The biggest advantage in considering the automatic rig here is in the shoulders. All i have to do is move the hands up or down and the shoulders adjust to these movements. In this illustration the spine is animated to rotate at the hip giving that s- curve appeal animators look for in their shots. This is partly possible because this spine has already been customized and the bones in that region are the SplineHiSolver specially made for situations like this in 3dsmax.

Ok, that's all for now and if you've got any questions to ask or whatever to contribute, feel free to do so in the comment section. I'll see ya when i see a.





Friday, November 14, 2014

What's up with HypefroActive this November 2014.



Helllloooooooo HypefroActive fans and welcome to another exciting edition of Animations on HypefroActive. It's getting to the end of the year and i think i mentioned that in my last post, yeah so we've got less than two months to the end of the year and everything is looking promising. But more importantly is the fact that Google has deemed it fit to enable my adsense account, yippie and it's all thanks to you guys for all the love and support. Fact is, it would be very difficult to get here without you guys so once again, a BIG Thank You to each and every one that has made this possible and i believe we can do more together probably making HypefroActive a mega Animation Site.

So it's the month of November and people are Starting to close up shop for the year. As usual, i churn Animations out for every month and this month wont be an exception but the thing is i'll be doing just two of it for the remaining part of the month and they'll be short clipse say of about a minute or there about. The first been a dance and the second been a fight Animation. I'm also thinking of doing either an Old School or probably make it New and i'll be rigging the character with 3DsMax custom Bones because of the advantage housed in using its SplineIkSolver making the hips move independently from the upper body and you get that S-Curve feel in your rig when the hips are rotated. The upper and lower body are independent of each other in terms of rotations but have a common control that they both answer to when either moved or rotated. This kind of rig specially suits a dance kind of Animation. A CAT Rig would be a tad rigid in this case and even when rigged to comply to the expectations of very flexible splines wont really match up to the SpineIkSolver of the custom bones. And the same goes to the biped. Also, it's good practice to always start things from scratch especially when you are new to the programme because as you do, in this multiple number of times, you pick something that you never previously understood and ultimately you get better. The guys in The Big studios, that's how they grew. Doing the same thing all the time, only difference is that they get paid doing it. But in both cases these adds up to your resume as an Animator.

Well, here's an image of what i'm working on next, as usual it's low poly and i just finished texturing the head. Does it look like anyone you know? Maybe yes and maybe No. Anyways i hope to begin Animating this character sometime next week. And i'll probably be updating this post say later on.

So when next you visit this blog and you see things a little changed from what it used to be like the paid Adverts and whatever it is that will be here that hasn't been, then you should know that it's bacause of the enabled Google Adsense and please help a brother pay some bills by actually checking out this strategically placed Adverts. Matter of fact, i'll be spending a lot more time on this blog in the nearest future and that would mean either less animations or maybe churning out shots less than thirty seconds.

Alright that's it for now, i look forward to seeing you guys anytime soon with better and more challenging topics to trash, until then stay blessed.

UPDATE

This is an update for this topic and it's been done today 15th Nov 2014. I didnt know any better way to put it other than this talking about the update. So, i've been building up the scene talking about modelling the other parts of the Character and right here is the Head, eyes and body. The Body is actually in progress and as usual sculpted with 3dsmax and my style for modelling is the "wing chun" box modelling technique. Ok, the wing chun thing, i just made it up as there is no such thing in animation so dont go about making any research on that. Well as usual, i intend to keep things really simple except for this time i'm thinking of enhancing my characters poly-count for a change say about 25% mre than it used to be. So here's an image of what the body is like for now without it's limbs. I'm actually at the knee and i'm thinking the best way to go about my model, since i'm not attached to any particular reference. Ok, so keep Animating, keep the dream alive and stay focused my fellow Newbie brothers and sisters until i see you here again sometime soon.

Wednesday, November 12, 2014

My Animation Reels.

Hello Peeps and Welcome to another interactive session of Animations on HypefroActive. We indeed have come a long way together on this blog and i dare say most of the Animations i have featured here were all created on this blog and during its operation. This in a way gives the Newbie a sense of direction to the duration in which he could achieve a particular level in Animation. Though i'm still growing and will always continue to seek more knowledge and ultimately get better, but this lays the foundation as to what to expect from yourself at a particular point in time in your life animating. Another thing is i animate almost every time because i really want to get good at it and want to do that within the shortest time possible. Back then i was worried and not really sure if i could pull this off and how much time it could take. It's a lot worse when you are from Africa where we are not as exposed as the rest of the world to this trade or profession if you like but the good news is that things are changing rapidly and the awareness of animations here is growing. Just so we are clear, we watch cartoons alot so that's not what i'm talking about. I'm saying we do not have Animation Schools neither do we produce Animations here but again, all that is rapidly changing.

So, in this episode i'ld be featuring all of my Animation Shots in The order they have been made from the first one on my YouTube page to the most recent. I hope you Enjoy them.

The first on the list is this Dance Animation inspired by some friends, Animators i look up to and lastly for the love of the song itself http://youtu.be/opFjvErscKw

Afterward i proceeded to a stick figure Animation, testing out some violent skills learnt. Lol. Ok, its about a guy and his girl dating with the girl wanting alot more than just date. You can check that out here http://youtu.be/sBAKHD4ZKC0

Next in line is this comedy-like gospel song titled "Prayer is the key". And you can click on this next link if you believe in prayers, or not. Lol. http://youtu.be/E3ZZ9eBJpgo

This one is easy. It was the World Cup season and i had to do something about that. Probably one of my biggest challenge at the time and will replicate a better version sometime in the near future or maybe have my students do it. http://youtu.be/Z-vY3sZ5hlM

Now, in all these i longed to know how cartoony animations are done so i took some time off to do some study. Yeah and in this one, my quest for understanding facial animations began. http://youtu.be/3t401J7vSSA

Followed very closely by this one. Facial Animations understood here and this one was produced about a week after the last one. http://youtu.be/eqHd2CKiXfI

Then here comes the last on the list. Again closely following the last two and i think they were all done almost in the same month. Anyways, they were all done within the space of five weeks and here it is. http://youtu.be/wlMF5CoHOCc

So that's all for now. And I'll be doing some very interesting and better animations soon and of course starting with this month as i usually do.

Again, If  you are aspiring to be an Animator, you need some sort of help, coaching, mentoring or you need some sort of Animation service, you could drop your comments below or send mail to chimatic@gmail.com and i'll be sure to respond ASAP.


Monday, November 10, 2014

Animating Fight Scenes, What to consider.

Hello Peeps and welcome to another exciting edition of Animations on HypefroActive. It's that time of the year when we all regardless of religion or race come together to pop bottles, smile at one another and say Thank you Lord for another Year. Well, i  will be doing something like that myself as i'll be doing some heavy discounted anime videos for those of you out there that needs such services particularly my beloved fans. I love you guys.

Well, it just occured to me that the only kind of Anime video that i've not done is the fight scene type. The action flick type of video that made Killer Bean popular and Kung fu Panda what it is. Everyone today wants to have very nice fight scenes in their movies and animations and as for the games, what is a combat type of game without a decent fight scene. Though i am not party to violence and this is not what this is about but i really love fight scenes talking entertainment wise. And its one of the most difficult things to animate in the world of animations especially if no MOCAP is not involved.

Why is that you may ask? Well i'll tell you. After putting all the principles of animation in your head, you still have to know some certain other things that are not directly animation related. Things like fighting for instance. Animators try to simulate real life actions while animating by acting what ever they have in there head out. This way they get a clearer picture of what to do and how to go about it. Other animators shoot a video of these ideas and analyse these videos then animate. But that is half of the problem. The real problem is knowing "how to". Everybody know how to walk and run. Well, almost everybody and you see animators mimicking many other stuffs including creatures and monsters but when it comes to fighting scenes, the skillset seem not to flourish that much. And this is not because the animators dont know how to animate but because these are very special type of animations requiring special skill to pull off. It's like this, you see high profile martial artistes like Bruce Lee, Jet lee, Jackie Chan, Donnie Yen or MJW etc in films doing their thing and everything is so easy and beautiful the way they do it and you'll again agree with me that very few actors or Martial Artistes on Tv are on that level. You can tell the difference just by seeing them perform on the screen. Yeah, the idea is if it's that hard for an animator to pull off then animating it would be another hell in itself. It's possible to pull it off but would be very difficult if not impossible except ofcourse with the aid of someone else that knows "the how to" or with the use of MOCAP and nobody will kill you if you choose the later because it really is very difficult to pull off.

Anyways, if you thinking in this direction then these are the things to consider. Ok, so i hope to give it a shot before the year runs out but before then, i would be doing a dance anime since i'm hungry for it. Alright that's it for now and i'll see you guys some other time.

Saturday, November 8, 2014

My October 2014 progressive Animation Shots

Hello Peeps and welcome to another exciting edition of Animations on HypefoActive. Hope you guys are doing good, keeping the spirit alive and breaking new grounds because that's what learning and living is all about. If we are on same page, i say kudos to you and if we are not but you want to somehow be then i think all you need is a little more push to break that yoke. Well today i wont be talking much, so here we go.

It occured to me that i havent posted my last shot on here since i completed it. So, i'm going to use this opportunity to introduce all the shots that i did for the month of october including the last one.
I started with this one in which i flagged off the campaign to learning facial animations  http://youtu.be/3t401J7vSSA

I didn't understand it until somewhere in the middle, but still went on to produce it that way so that i could compare it to the next one to come which would be this one  http://youtu.be/eqHd2CKiXfIat
So having gotten to that level and there was some little time left in the month, i decided to do this cartoony shot here   http://youtu.be/wlMF5CoHOCc
The cartoony shot was something I've always wanted to do, because cartoons are just plain goofs and interesting to watch.
So these were the shots i did in the month of october and looking back from where it all began with me as a newbie some few years back, i'ld say i'm proud of myself but still have a lot to learn and i'm definitely on course. And why do i say all these things? To encourage the new guys and make them understand that with lots of determination and focus, nothing is impossible.

Tuesday, November 4, 2014

Tips and Tricks for Animating. Animating on ones or twos or both.

Hello fans and welcome to another edition of animations on HypefroActive. It's been quite a while and a very busy one i'ld say. Now on a quick review, i produced two animation shots this month of October. One been a spill over from September and the other which i started right after that. As usual, i've been testing out stuffs and seeing what works, what doesnt, how things are put together and generally improving on the quality of my animations. The pictures attached to this posts are extracted from my current animation shot that would be ready say, next week. So lets get to it then.

Yeah, in this Awesome episode i'ld be talking about some tricks to the trade that may come as tips for you while animating. Now, some time not too long ago when i was getting started with learning from scratch i went about looking for video tutorials. I managed to get some or lets say very few and honestly very few was what i needed at the time because watching a bulky monster piled video from a rack and all on animations would be troublesome. You might say the more the merrier but the truth is if you are considering things like time, money and other parameters all tied to learning then you'd see that this type of "the more the merrier" is not where you want to go especially if you want to have an all round knowledge of everything relating to animations from modelling, texturing, rigging animating bla bla bla the whole nine yards, or maybe again you could do that with time as opposed to trying to learn and store everything in your head all at once. OK so back to the matter, i got about two videos or there about, with one been a Jeff Lew video animation tutorial and in one of the videos Jeff was talking about interpolation which is same as "tweening or in-betweening". As you know, Jeff is a 3D animator and a very good one at that and he was saying something about people animating on ones "i.e, frame by frame animation" that it was a bad way to animate and reason been that the computer already sets the tweening for you and that there was no reason to animate on ones. And instead of animating on ones, you could do it on twos threes and maybe fours. And when you think about it, it does make alot of sense not animating on ones especially when the computer willingly handles the tweenings for you ultimately saving you plenty of time and energy wether blood or money or both, you could use the saves as reserves. Now for a long time, i put this in my head and is still is. Animating on threes and fours especially when the actions are linear and are very simple moves. This saved me plenty and i had a lot less to worry about at the time. But when you start talking about very complex type animations especially the cartoony types then this rule may cease to apply but not in all situations.

The computer tries to create animations in-between extreme poses and it does this as it deems fit. Now while creating a pose say on a particular frame that serves as part of the in-between of two extreme poses, there might be need for you to do so on ones if its a cartoony type or you are trying to constrain poses to a frame because that is what you want seen on that frame. There are different ways to animate which is evident from the variety of animation films you see on television. Some relating to Epic Story telling, Games or Super hero comics that do not have the same feel like the squashy "Tom and Jerry" Cartoony type of Animations. While the first type may agree with what was said about how Jeff teaches or advices to animate and would work very very well because they are life-like in nature just like you'ld see in "The Matrix" and "Transformers". The Tom and Jerry Cartoony type would frown at this type of method and will tend to favour a lot of "squash and stretch" making it funny bouncy and humanly unrealistic and that's why people love it and alot of frame by frame abides here as you could set extreme poses on fours, eights, twelves or any frames you want.

The Animation principles were carved out for Animations by 2D Animation Legends and a lot of mistakes 3D Artist do is that we get lazy wanting the computer to do everything for us which is not a bad thing at all, but has it ever occured to you that these things could be done in many other ways other than what the computer offers? Yeah, you could choose to do it however you want, constraining your animations to every frame or maybe two, three or four frames. But the thing to put in mind is that, the more constrained it is, the more work for you to do but it does come out better though.

So, in conclusion animation whether 2 or 3D could be done on ones, two's or however you want them animated but please resist the urge to go beyond four. Unless it's in a kind of hold or somewhat passive action that would require say sixteen frames or so. See you guys next time and keep animating.












Monday, November 3, 2014

How to rig a Character in any software. What to consider.

Hello Peeps and welcome to another fresh and exciting edition of Animations on HypefroActive. Ok so this is a fresh month and i've managed to produce two animation shots last month that have been published on YouTube plus another which i just uploaded this morning all coming down to three. Yep, i'm on fire and it's all thanks to you guys for the support and encouragement. And today i'll be talking about How to rig and what to expect in the way you set up your rigs while Animating. So here we go.

Alright prior to learning how to animate, i learnt how to rig characters. The rig as you know are what drives the models or mesh and serves as the skeletons of the mesh. Rigging has to be taken very seriously if you want the desired results for your animations. Meaning if you have a character for instance that will be dancing then you'll need a very flexible rig especially for the spine and the connections to the head, so that the spine is broken into like three or more segments and the more segments you break them into, the better the quality of animation but the more work you get to do. But this again will depend on the type of rig you have set up. If its a manual rig wherein you have to animate every bone, helper or controller Ooooorrr if its an automatic type where certain bones or helpers within a setup say the spine for instance, where you have about three bones and the middle bone is constrained to the first and last by means of the position and rotational constraints. This makes the work easier but not necessarily finer or better. But you really do a lot less work compared to it been in the manual.

A Naked Manual rig
I follow a lot of online schools and watch there awesome reels and its just so cool seeing how their students  churn out spectacular reels. And sometimes i go as far as reading their reviews and you here people saying things like, "how can i get these school type of rig"? Or the rig is what makes the animation different or special. Well, they are partly right in how they think and in there judgement of everything, but first thing first these guys actually know how to animate. They understand these things and are able to break them down in any order or manner they choose. So it's not like the rig do these stuffs automatically after been set up. You as an Animator still need to Animate stuff to produce results and that means setting up and understanding the rig.

Manual Rig with Controls
Every part of a rig has sections and segments. The spine is a section having as much segments as you choose or woul want it to have in a rig. The arm has the clavicle, upper and lower arms, hand and fingers as segments while the lower arm has the bones in the wrist that performs the twist otherwise the mesh would appear ruptured when attempting to twist the hand.

So just like the war between the "pose to pose" and "straight ahead" methods OR animating on "1s or 2s" and many other stuffs in the Animation world causing a debate, rigging is no different. The manual and automatic types of rig complement each other. You just have to use what where and this will largely depend on what you hope to achieve. If you doing normal animation stuffs like walking, running or normal chores that dont need exceptional hip poses, then any type of necessary rig would do. But if you are doing a dance and maybe a fight then its most
The Auto rig with constraints at the Hands and spines
likely the manual that would fair better because of the added advantage of turning a bone whenever you want it to, instead of it reacting to two or so bones its constrained to. This doesn't mean that the automatic wont do well here as i have used the automatic setup on many occasions than i can remember. But if you want the cartoony type of overlapping action somewhere around the spine then use the manual. Ok, thats all about rigging types and i'll see you guys some other time.















Wednesday, October 22, 2014

The Break Down of "How to Man Up #AnimationShot".

Hello HypefroActive Fans and welcome to another edition of Animations on HypefroActive. It's a been a while. Well i've been busy trying to churn out some animation shots especially as regarding facial expressions. Yesterday i was able to couple together another anime shot regarding facial animation and can be seen here http://youtu.be/eqHd2CKiXfI which is the sequel to this one http://youtu.be/3t401J7vSSA.

Now in this recent shot as with the last, my aim was to understand how to animate facial expressions which i struggled with in the last video been the first time i'll give it a shot. Even if i'd done some research and all that, i couldnt nail it until about after half the anime had gone. So what did i do? I let it go and quickly animated another which i finished coupling yesterday and uploaded on YouTube which is the first link that's posted here.

My Experience so far has been tremendous and i've found that facial animation is actually easier and more fun to animate than other parts of the body. If you have the appropriate morph target for a mood that you want to animate, it makes it all the more fun and you can actually see this characters come to live in this way. Think about it, animating the eye balls alone makes a beautiful difference in the animation of a character as you see this change not to talk of adding facial expressions. The method employed was the use of Blend shapes.



Blend Shapes are basic shapes you create in your software and in mine they are there by default, all you have to do is give it a length and width if it's a rectangle or radius if it has to do with curvy shapes like circles and ellipses, with each shape set to drive or using the technical term for it in 3dsmax "wired" to control the morph targets you've created earlier. The process is not as simple as i say it but if you know how to wire things in 3dsmax then you'll begin to understand what i'm talking about. Maybe i'll find some time to talk about how to create blend shapes in another edition. So all the shapes are created and are linked to a parent shape that houses all the other smaller shapes. They are frozen so that they can always come back to the frozen point zero no matter where they have been moved to i.e "transform to zero". Thereafter you go to the hierarchy tab and lock the rotations, scale and Z positions or as you may want it to serve you. then you wire the axis of the shape you want to control to the morph target. Anyways like i said, i'ld make out time for that in the future.

Finally, this recent shot was created using the CAT rig as opposed to the later that was rigged in bones. The bones obviously is more flexible and accommodates alot of things. As a matter of fact, Your restrictions it's capabilities will depend on how good you are with rigging. But there are some advantages too with the CAT in that you can quickly save a hand pose or any body part and re-use by just double clicking its preset manager or in the case of the body parts right clicking on the body part to either save or load animations and poses.

I try to keep whatever it is as simple as i can but improve on the animations, still it's a lot of work animating, setting the scene and ultimately rendering. So i'm looking for an easy way out of this. The rendering is as simple as it can get as it is and yeah, it's still a big deal trying to keep with the pace of everything. Well when i find an easier way, i'll inform ya'll.

Tuesday, October 14, 2014

How Long will it take me to learn Animations

 Hello HypefoActive fans and welcome to another exciting edition of animations on HypefroActive. So, i have been doing some more animations asides the September anime short that i did and hopefully, this new short will be out again this week. Ok, so you'd say "Fred, you are on Fire!" Yeah i am. But more importantly than churning animations anyhow and time i like, is the research i did that has paid off. Everything has become simpler and filled with options, so expect alot coming out from this blog.

Ok, so again there is something that i have to say or rather needs attention. This matter of learning Animations in three weeks or months. And yeah, i believe i've blogged about something like this some times back and if i havent well here it is. You cannot learn Animations in Three weeks especially if you are a newbie. I very much doubt that. If you are talking about moving boxes around or scaling them up and down, yeah maybe that. But making characters come to life and entertaining the audience is another thing. It will take you at least a week or two getting used to the interface. Then you have to learn how to use the tools the way they are supposed to be used. After which your next point of call would be modelling and you'll have to do that for a very long time again so that you can get used to the tools. Then texturing blablabla until Animating. Modelling alone could take up to a month not to talk of the others.

i don't know how long it will take for anyone to learn 2d but i know that getting used to animating right just as it is a problem in 3d, it will also pose a problem in 2d as well. So again i win, and i don't think it's possible achieving that from scratch unless of course you already know a thing or two about animating or at least knowing the software. Unless of course again you are like Charles Xavier plus Iron Man plus Lex Luthor put together.

In all and coming this far, i think it will pay one to really get to understand the software and bonding with it. because no matter the time, months later when you've left a particular stage, things learnt from that stage could come in handy for you in the future while learning some other things within the programme. This little things that may seem not to matter could be the key to solving some very stubborn problems in the future. Well as usual, here are some screen shots of my recent anime demo. And facial expressions just changes everything. See ya next time.
















cordinate usage in animation,
learning animation in 3weeks
the bone pelvis advantage,

Tuesday, October 7, 2014

"YouTube" Hype gone bad. My September Animation short.

Hello HypefroActive fans and welcome to another edition of Animations on this Blog. Ok, so i was working on "facial animations" last month based on some research i did and hey it did turn out like i thought. So, i managed to exhaust most of the audio clip for the animation and would have loved to make some other changes but there don't seem to be enough time plus i went though one of those things they call animation block.

Ok, so now i know better and what strings to pull. The key is, you can animate as much as you can imagine and understand. So, breezing in today, the purpose was to upload the link to the video and here it is.

http://youtu.be/3t401J7vSSA



Also, you could follow this link to other posts relating to this edition like http://reidchannel.blogspot.com/2014/09/my-september-project-6-tweening.html  and others like it.
 

Thursday, September 25, 2014

My September Project (6) - Tweening

Hello HypefroActive fans and welcome to another edition of animations hosted here on Hypefroactive. Today  continues the sequels to My september Animation Project highlighting and revealing whatever it is i'm working on every fresh month. Well, i must say it has been wonderful animating as i learnt a whole bunch of stuffs and experimented on my theories and guess what? They all passed. Yeah, animating has never felt any better than where i am right now for me. All the talks about squash and stretch, moving holds, establishing contacts etc has never really meant plenty until now.

At this stage after setting most of the key positions, i am faced with the in-betweens. And so, animating continues and for once i just let me go without bothering my head about the principles. And what really put me on this project is facial animations, a stage that i've not yet reached on this project but learning how to place squash and stretch any where you want "that of course makes sense" is something i've always marveled about. And its just so fantastic when you understand the flow and other of things. Now, Animators that specialize in 2D Animations are mostly animating on one or two's or both. And i used to think that it was because they drew and had to do that for at least every frame for the most part. And sometimes watching or listening to other 3D Animators lecture, they'll tell you that because the programme interpolates the in-betweens you can go ahead animating on threes or fours. And again this works on 3D Animating programmes but might not turn out well for it's 2D counterpart unless of course you don't want to be taken seriously. Well, contrary to what they've talked about
"how to animate in frames in the 3D world", i've come to realize that whether 2D or 3D, the methods for frame to frame animations are the same and this holds truest if it has to do with arcs within four to eight frames or sometimes rubber-hold animations. Animating on ones just makes the characters want to pop out the screen and grab something. There's plenty of life, it's funny and you get to do what ever stupid stuff as much as you want that can be realistically possibly overlooked.

When you understand stuffs in this manner, knowing how thing work in real life and testing them out with it's accorded principle, then your problems become a lot lesser and all you look ahead and see in this stead is the frames and ideas for a story-line. There was a time when i accidentally animated stuffs like the way i'm animating now but couldn't replicate it because i didn't really understand what i moved or rotated that made the animation turn out like that. And for a very long time, i tried re-inventing it but never really got a hold of that Mangekyo Sharingan technique until some weeks back. And now, it is even better because i understand that it is all in the flow. That is basically what
you have to work on, "The flow". It dictates the order of things and how events unfold. Being aware and understanding this just puts the square pegs in the square holes. And alot of questions are answered like, what kind of animation do you hope to embark on? Is it a realistic or cartoony character type of Animation or a blend of both. For me, i think i'll love to do a blend of both but with more emphasis towards the cartoony type and don't blame me because i love funny stuffs.

Ok, as usual and somehow to keep you abreast of my progress so far, i've uploaded some images of a character i've animated on here that happens tobe the main character in this shot and funny thing is, i still i'm not done with the animations. Next in line is the facial expressions and some two hundred or a little more frames of animations and i'm done. The curve editor once again proved to be a very useful tool in this exercise, way to go curve editor.

Tuesday, September 23, 2014

My September Project (5)

Hello HypefroActive People and trust you are doing Great. Welcome to another spell bound, ground breaking and pace setting edition of Animations on HypefroActive. Ok, so this is the fifth in the series of what i'm working on for the month of september and i'm still on it. I am hoping to improve on my animation skills and though as you all know, i do low poly stuff, I hope to feature all aspects of animation in this recent video, from movement of body parts to the flow of facial expressions.

So, right now i'm blocking out poses for the animations, sort of setting up your characters for poses and maybe in a timely manner. Well for me it's a timely manner because i use them most of the time when i'm doing either dialogue or a dance and that's when it's most effective because the actions get executed at the exact place or position you want it to occur. Not a frame later or less, unless ofcourse you mistakenly pose the characters wrongly, so the software is justified in this regard if this is the case.

Yeah, i tried a couple of things out while i was wiring morph targets and they seemed to work at the time but while animating, i experienced different. It was disappointing realizing this because i'd put in alot of work, wiring every painful morph target and now this! Like seriously? What exactly happened you ask? Ok, i created this head for the character and thought to use it for all the characters in the scene and probably used this same technique for my future projects. This way, i get to save time and money by just copying the head and wiring all the morph targets created to the individual heads. so its two or more heads sharing the same morph targets. Well the morphs did work on the heads but after wiring the first head and moving it alongside the body about everywhere it should go, then i proceeded to doing the same thing to the other heads and guess what, they said no. No Mr. Fred i cant let you perform a Naruto edo- tensei on all of us. Ok, so they wont let me, too bad because i'd counted my chickens already and as far as morphs go, that was a wrap. Anyways there is nothing to fear because i still have everything under control. So it wont let me, BIG DEAL! i'll create another or cut it out my scene, too bad for you bad head.

As at today, i'm working on my block poses because i'm done with lip syncing. Starting very subtle i hope to bring in a lot of spark and finish strong in the video. I still have the urge to do a lot of things like i used to when i first started animating because i want it to be as interesting as possible but now i know better. In telling a story, no matter what you know or want to do, it's imperative to always stick to your aims and objectives. They can be improved with changes made and incorporated. And allowing yourself to go wild once in a while is ok, but when you loose focus of what you are animating such that it no longer tells the story, then that is bad. A lot of people draft 2d poses tellin g stories in different stages but me... I test it out in real life and go ahead animating with everything in my head. Bad yeah? I know. Ok, i have to get back to work, see you all sometime later when i have something worth sharing.


Just a thought, the headings to these edition of animations is kind of long you'll agree. So i'll be changing or modifying the headings to something shorter like "My September Project" then the I, II, III etc thing comes afterwards. Hey, its looking better already and i'll be starting with this one.


Saturday, September 20, 2014

My September Project (4) The Lipsync and curve editor.


Hello HypefroActive fans and welcome to another Animation edition on HypefroActive. Well, this continues from where we left off creating animations for the month of September and is the fourth in the series. Ok, so i have left some little things undone to attend to them later because i couldn't resist the urge to animate something or at least anything as i took a long break from animation. So here we go, with me animating stuffs again.

I created a simple one minute or so script, got some beautiful people to voice it and was almost about perfect but i thought to include an intro. Something to introduce the Script and intended Animation. So, i created an intro of about eight hundred frames and will begin animating.

For me the biggest challenge i'll probably face is lip syncing. I hate lip syncing because it is boring and nothing really moves asides the lips. And if there was a way to avoid it this time around, trust me i would. But this same project is also about lip syncing and facial expressions amidst other little things i have in mind for it. However like any other project that involves lip syncing, it is
important to get the morph targets right because no matter how timely the lip sync is, if the morph targets do not fully interpret the mood to the audience then you wouldn't have achieved as much as you'ld hope to achieve. Well, lip syncing for me is annoying and the little grumpy sounds that sometimes add to the voice over just makes it a lot more annoying but that's what really adds spice to the voicing.

Ok, so reluctantly but compelled to do, here i am dragging shapes up and down to make the lips simulate the effect of speech. in all i have about eight targets for lip sync and the rest are just facial expression morph targets. Far from done, hey it's not as bad as i used to think it is, but i still hate it

though. So after a couple of slow progress and re-starts, i decided to bring in the oracle. Yeah, the oracle is "The Curve Editor". The curve editor doesn't only smoothens out animations only, it also is very good for monitoring wave forms for sounds to be lip synced. People, if you animate whatever it is that you animate and do not refer to the curve editor for further consultations, then you still are a long way to animating anything close as good. And like Jeff Lew said, The curve editor is your friend, use it and love it. And if you dont love it, well you gotta love it. And 3dsmax has two of em. The first is the standard one and can be found by default close to the far right of the tool bar. And the mini curve editor which is the other can be found above the frame buffer and at the same line and starts before the command line. Yeah, Again that's how you bring your sound in from external sources in your computer such as the desktop or any location it's been stored for use. Any of these two Oracles can be used and still produce the same results.

Well, at the top as you can already see is something i'll call a rough draft of where i'm going. So far everything has turned out well but then the magic has not even started. Just simple poses trying to tell a story and yeah, that's all i have for today. See you guys hopefully by next week and have a great day ahead.

Wednesday, September 17, 2014

My September Project (3) -------"Wiring Controllers and corrections to colour Bleeds"

The Old Scene
Hello Peeps and welcome to another edition of HypefroActive. This edition is a continuation of the My month of September reel and it's the third of that installment. Ok, maybe i should just go ahead with numbering them in chapters or episodes so that it's easy for some of you guys following these posts to identify properly which is which. It will probably bring some for of orderliness in reading sort of like numbering the pages of a book.


So, yesterday was not really hectic nor easier either, as i found myself wiring morphs to controllers for the characters in the scene.And though i estimated that it would not take time, say i should be
Spotted Bleedings
done within two to three hours but boy was i wrong. It probably would have been achievable but for the fact that, there were minor errors in setting up controllers to be wired. Yesterday i went against one of the things 3dsmax preaches against and funny enough it was intentional. The result? I leart the hard way. 3dsmax sorts of advices that helpers should be created in the top or perspective view. And i've always held that to heart until yesterday because i was feeling too confident like "hey, what can happen"? or perhaps, i just wanted to find out what would happen if i went contrary to the rule. So, i got carried away creating a number of helpers including linking and aligning them to the geometry to be controlled and everything was looking nifty. But when it came to wiring, the rotations were transforming in the wrong direction. Well, i tried a couple of other things but this strange thing wont correct itself until i erased and created new sets of helpers from the top or perspective view. And everything worked according to as planned with rotations happening in the right order after wiring.

Corrections to Bleeding
So, with that corrected, the scene is now set for animations but a quick peek again at my quick render of the set revealed that i had some sort of colour bleed happening on the walls. Though not noticable and wouldnt affect the animation technically in any way, i felt like correcting something so i dug in again. Yeah, if you re-call in the edition before this one, i did mention that i bake textures after applying them and in 3dsmax that would mean "collapsing the modifier stack". So, i had already done that to a couple of geometry in the scene including the walls having the colour bleed. Well, that would mean re-applying the uvw unwrap modifier all over again and taking the rendered uvw texture back to photoshop or you could leave the texture in 3dsmax and bring the edited photoshop texture to it. whichever way works, especially as it is an object with
The New Scene
straight edges. Back in photoshop, i took the bitmap that i worked on from scratch and corrected the colour bleed using photoshop's layer blend mode overlay and this time made the colour darker. Brought it back to 3dsmax and there you go below.