I created this piece for a friend who is running for Congress in 2012.
I modeled, mapped, rigged and animated the character with Maya. My old version has some serious bugs with animImport, but I discovered a great freeware mel script for importing animation curves. It’s called dkAnim, and it worked flawlessly. Thanks D. Kramer for making such a great tool available!
The sneakers are Nurbs objects which I animated with stand in geometry since they were fairly memory intensive.
Hildy’s large head called for small movements to avoid looking wobbly. A little went a long way.
The walk cycle is based on a Milt Kahl strut/walk.
Power to the People!
For this test, I had an idea of what kinds of balls I wanted to use, but didn’t think about how they could interact until I saw a smiley ball on eBay. Then things started to come together bit by bit.
To prevent the balls from slipping as they roll, I used an expression to establish the relationship between the ball rotateZ and the translateX of a parent cube node which drives the Z rotation as I drag the cube along in X. I was surprised this equation wasn’t clearly spelled out on any site I searched, so here it is:
Sphere.rotateZ = -360*Cube.translateX/(2*3.14*r)
In the case of the smiley ball which bounces on his head and then starts to roll, I had to use the inverse of the equation:
Sphere.rotateZ = 360*Cube.translateX/(2*3.14*r)
software used: Maya & Photoshop
Searching for a middle ground here, i.e. punching up the accents without overdoing it. Final character look and feel will be painterly–which should loosen things up some more.
Gliding to the bongo beat. I may end up going with a simpler side to side action, but I enjoyed doing the swoopy stuff to see if I could pull it off. Will add a camera pan down too.
My first 3D dialogue test, which I modeled, rigged and animated with Maya. Dialogue from “The Adventures of Buckaroo Banzai Across the 8th Dimension.”