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	<title>jsulli.com</title>
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	<link>http://www.jsulli.com/testbed</link>
	<description>The online portfolio of Jamal Sullivan</description>
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		<title>Demo Reel 2012</title>
		<link>http://www.jsulli.com/testbed/1372/demo-reel-2012/</link>
		<comments>http://www.jsulli.com/testbed/1372/demo-reel-2012/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 20:45:57 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1372</guid>
		<description><![CDATA[This demo reel showcases some of the work I have been involved in. Unless otherwise indicated, I did all of the work presented. I work in 3D animation, primarily using Maya currently. I also am quite familiar with 3D Studio and to a lesser extent SoftImage XSI. I am extremely proficient in many of the [...]]]></description>
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			<p class='external-vfe-downloads'>Downloads: <br />
			<a class='mp4-link' href='http://www.jsulli.com/videoFiles/demo2012.mp4'>http://www.jsulli.com/videoFiles/demo2012.mp4</a><br />
			<a class='ogg-link' href='http://www.jsulli.com/videoFiles/demo2012.ogv'>http://www.jsulli.com/videoFiles/demo2012.ogv</a>
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<p>This demo reel showcases some of the work I have been involved in. Unless otherwise indicated, I did all of the work presented. I work in 3D animation, primarily using Maya currently. I also am quite familiar with 3D Studio and to a lesser extent SoftImage XSI. I am extremely proficient in many of the Adobe Creative Suite applications.<br />
<span id="more-1372"></span><br />
#1 self portrait model &#8211; Using photographic reference, sketches, and a mirror, I created this likeness in Maya.</p>
<p>#2 punk duck model &#8211; This character design was created as an example for a 3D studio Max course I was teaching. I created the character design on the whiteboard, transferred the initial design to Photoshop, and modeled the character in 3D Studio Max. Later the model was transferred via OBJ file to Maya for editing.</p>
<p>#3 Joker model &#8211; The likeness is inspired by the Joker character design from the Warner Brothers film, &#8220;Under the Red Hood&#8221;. I redrew the character from different angles in Photoshop and modeled the character in Maya.</p>
<p>#4 young girl model &#8211; I created the character design design by hand, and colored it in Photoshop. The model was created in Maya.</p>
<p>#5 Squoosh lip sync &#8211; Animated, lit and rendered a short passage of Rumi from the Coleman Barks translation titled &#8220;Feeling the Shoulder of the Lion&#8221;. The passage can be found on Page 27 and states, &#8220;The Speaker speaks. I am only an echo.&#8221; The model was created, modeled and rigged by Jason Osipa.</p>
<p>#6 Cerevast Sonolysis- A three minute short I created from concept to finish for Cerevast, the makers of a tool that helps disintergrate blood clots. Art direction by Marc Griffin. All work done by Jamal Sullivan. This clip is animation of blood flow in the Circle of Willis with a blood clot still obstructing the flow. Some secondary animation was done in After Effects to add the small white bits of medicine as 2d sprites.</p>
<p>#7 Lego Racers 4D &#8211; I did shot setup and rendering on this show.</p>
<p>#8 Lego Racers 4D &#8211; I did shot setup and rendering on this show.</p>
<p>Music by <a href="http://jdavey.bandcamp.com/track/quicksand">J*DaVeY &#8220;Quicksand&#8221;</a></p>
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		<item>
		<title>3d turntables on vimeo</title>
		<link>http://www.jsulli.com/testbed/1272/3d-turntables-on-vimeo/</link>
		<comments>http://www.jsulli.com/testbed/1272/3d-turntables-on-vimeo/#comments</comments>
		<pubDate>Tue, 08 Feb 2011 00:26:07 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D animation]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3d selfportrait]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3d character rig]]></category>
		<category><![CDATA[3d model]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[polygonal modeling]]></category>
		<category><![CDATA[vimeo]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1272</guid>
		<description><![CDATA[I&#8217;ve posted some turntables of some models @ vimeo. I&#8217;ve embedded them here: self portrait turntable from Jamal Sullivan on Vimeo. Zareen full model from Jamal Sullivan on Vimeo. version of the joker from Jamal Sullivan on Vimeo. punk duck full model from Jamal Sullivan on Vimeo. A direct link to all my vimeo videos [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve posted some turntables of some models @ vimeo. I&#8217;ve embedded them here:</p>
<p><iframe src="http://player.vimeo.com/video/13194940?loop=1" width="400" height="225" frameborder="0"></iframe><a href="http://vimeo.com/13194940">self portrait turntable</a> from <a href="http://vimeo.com/jsulli">Jamal Sullivan</a> on <a href="http://vimeo.com">Vimeo</a>.<span id="more-1272"></span><br />
<iframe src="http://player.vimeo.com/video/13261031?loop=1" width="400" height="225" frameborder="0"></iframe><a href="http://vimeo.com/13261031">Zareen full model</a> from <a href="http://vimeo.com/jsulli">Jamal Sullivan</a> on <a href="http://vimeo.com">Vimeo</a>.<br />
<iframe src="http://player.vimeo.com/video/14430171?loop=1" width="400" height="225" frameborder="0"></iframe><a href="http://vimeo.com/14430171">version of the joker</a> from <a href="http://vimeo.com/jsulli">Jamal Sullivan</a> on <a href="http://vimeo.com">Vimeo</a>.<br />
<iframe src="http://player.vimeo.com/video/14380809?loop=1" width="400" height="225" frameborder="0"></iframe><a href="http://vimeo.com/14380809">punk duck full model</a> from <a href="http://vimeo.com/jsulli">Jamal Sullivan</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>A direct link to all my vimeo videos is <a href="http://www.vimeo.com/jsulli">here</a>.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Modeling a punk duck</title>
		<link>http://www.jsulli.com/testbed/1147/modeling-a-punk-duck/</link>
		<comments>http://www.jsulli.com/testbed/1147/modeling-a-punk-duck/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 05:11:53 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[WIP]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3d model]]></category>
		<category><![CDATA[character concept]]></category>
		<category><![CDATA[drawing]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[Sketches]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1147</guid>
		<description><![CDATA[Here is an original character I came up with sketching for a class one day. The course was and Introductory 3ds Max character modeling and animation class. We had quite a bit of ground to cover in a short amount of time, but the students followed admirably and came out of the class with a [...]]]></description>
			<content:encoded><![CDATA[<p>Here is an original character I came up with sketching for a class one day.<br />
<a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckAll.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckAll-115x81.jpg" alt="" title="goth or punk duck" class="aligncenter size-medium wp-image-1151" /></a><br />
<span id="more-1147"></span><br />
 The course was and Introductory 3ds Max character modeling and animation class. We had quite a bit of ground to cover in a short amount of time, but the students followed admirably and came out of the class with a more comprehensive understanding of the application.</p>
<p>From the whiteboard sketches of the day, I came up with a character which I later modeled and provided for the class to learn basic rigging techniques.</p>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch01.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch01-108x81.jpg" alt="" title="sketch 01" class="aligncenter size-medium wp-image-1155" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch03.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch03-108x81.jpg" alt="" title="sketch 03" width="108" height="81" class="aligncenter size-medium wp-image-1157" /></a></div>
<div class="embedCOLB"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch02.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch02-108x81.jpg" alt="" title="sketch 02" class="aligncenter size-medium wp-image-1156" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch04.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/sketch04-60x81.jpg" alt="" title="sketch 04" class="aligncenter size-medium wp-image-1158" /></a></div>
<p>I have since converted the model to Maya and am currently editing for rigging, animation and texturing.</p>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duck34.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duck34-115x81.jpg" alt="" title="duck 3/4 view" class="aligncenter size-medium wp-image-1150" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckWing.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckWing-115x81.jpg" alt="" title="duck wing" class="aligncenter size-medium wp-image-1154" /></a></div>
<div class="embedCOLB"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckBust.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckBust-115x81.jpg" alt="" title="duck bust" class="aligncenter size-medium wp-image-1152" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckFeet.jpg" rel="lightbox[1147]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/punkDuck/duckFeet-115x81.jpg" alt="" title="duck feet" class="aligncenter size-medium wp-image-1153" /></a></div>
<p>The conversion and editing of edge loops has so far taken about four hours.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Modeling the joker</title>
		<link>http://www.jsulli.com/testbed/1128/modeling-the-joker/</link>
		<comments>http://www.jsulli.com/testbed/1128/modeling-the-joker/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 04:51:46 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[WIP]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3d model]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[polygonal modeling]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1128</guid>
		<description><![CDATA[I&#8217;m adding a lot more work to my modeling portfolio. Here is a head model I created in two sessions (about 10 hours modeling). This is a DC Comics character. In no way, shape, or form am I claiming any rights to this likeness. This is simply an exhibition of my modeling ability. I based [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m adding a lot more work to my modeling portfolio. Here is a head model I created in two sessions (about 10 hours modeling).<br />
<a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/joker34.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/joker34-114x81.jpg" alt="" title="joker 3/4 view" class="aligncenter size-medium wp-image-1138" /></a><br />
This is a DC Comics character. In no way, shape, or form am I claiming any rights to this likeness. This is simply an exhibition of my modeling ability.</p>
<p><span id="more-1128"></span><br />
I based my version of the Joker character off of the character design from <a href="http://www.google.com/url?sa=t&#038;source=web&#038;cd=1&#038;ved=0CBoQFjAA&#038;url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FBatman%3A_Under_the_Red_Hood&#038;ei=x_dxTPzxMcOC8gacivnkCw&#038;usg=AFQjCNGVw6m0320MQkD6ZdKnVFs-ZhfO8w">Under the Red Hood</a>, a wonderful direct to video animated film. Using reference frames from the film, I created a front view image plane (modeling aid). I  also created a profile drawing to use as an image plane for the side view.</p>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerRef01.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerRef01-101x81.jpg" alt="" title="jokerRef01" width="101" height="81" class="aligncenter size-medium wp-image-1135" /></a></div>
<div class="embedCOLB"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerRef02.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerRef02-101x81.jpg" alt="" title="jokerRef02" width="101" height="81" class="aligncenter size-medium wp-image-1136" /></a></div>
<p> And below are some other views of the model. I modeling polygonal hair with an expectation of modeling that into a more representative polygonal hairdo in zbrush, but I also will have a version of the model that I can style with hair using different rendering methods.</p>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerSmthFrnt.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerSmthFrnt-114x81.jpg" alt="" title="front view" width="114" height="81" class="aligncenter size-medium wp-image-1137" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerOver.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerOver-114x81.jpg" alt="" title="joker overview" width="114" height="81" class="aligncenter size-medium wp-image-1134" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerFrnt.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerFrnt-114x81.jpg" alt="" title="jokerFrnt" width="114" height="81" class="aligncenter size-medium wp-image-1133" /></a></div>
<div class="embedCOLB"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerClose.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/jokerClose-114x81.jpg" alt="" title="joker closeup" width="114" height="81" class="aligncenter size-medium wp-image-1132" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/joker34rear.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/joker34rear-114x81.jpg" alt="" title="joker34rear" width="114" height="81" class="aligncenter size-medium wp-image-1131" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/joker34blow.jpg" rel="lightbox[1128]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/joker/joker34blow-114x81.jpg" alt="" title="joker below" width="114" height="81" class="aligncenter size-medium wp-image-1130" /></a></div>
<p>A turntable of the finished model to come soon, as well as a process post outlining some of the modeling techniques used. Next up is a facial animation rig! Any comments? Critiques? Please, speak up!</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Base Rig now with more hands!</title>
		<link>http://www.jsulli.com/testbed/1109/base-rig-now-with-more-hands/</link>
		<comments>http://www.jsulli.com/testbed/1109/base-rig-now-with-more-hands/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 21:00:57 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D animation]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[athlete base model]]></category>
		<category><![CDATA[baserig]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[3d character rig]]></category>
		<category><![CDATA[3d model]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[polygonal modeling]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1109</guid>
		<description><![CDATA[I&#8217;ve edited the base rig model and added controls and low poly geometry for hands. You can download it here. Please only use this for your (and my) education. If you use the rig for anything other than playing around on your home system, please credit me. Do not use this for commercial work without [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigHands.jpg" rel="lightbox[1109]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigHands-118x81.jpg" alt="" title="base rig with hand controllers" class="aligncenter size-medium wp-image-1114" /></a><br />
I&#8217;ve edited the base rig model and added controls and low poly geometry for hands.<span id="more-1109"></span> You can download it <a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/baserigHandsv03.ma">here</a>. Please only use this for your (and my) education. If you use the rig for anything other than playing around on your home system, please credit me. Do not use this for commercial work without my written permission. If you want to use this as a basis for your own rig, let me know @ jamal@jsulli.com. test it out and please give me feedback on how I can make it better.</p>
<p>the added controls are as follows:</p>
<blockquote><p>1. L/RfingersCTRL &#8211; controls the bending of the base finger joints on the Z axis as well as the spread of the fingers on the Y axis.<br />
2. thumbCTRL &#8211; controls the bending of the thumb using all three axises<br />
3. indexCTRL to pinkyCTRL &#8211; controls the bending of the fingers separately.Can be used in conjunction with the LfingersCTRL</p></blockquote>
<p>For the interested, watch this space for descriptions of how I used expressions to handle the FK animation via control curves. You can download the model for educational and testing purposes only. Let me know what is broken and I will fix it! Let me know what is great and I will incorporate it into my future rigs. Discuss!</p>
<p><a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/"><img alt="Creative Commons License" style="border-width:0" src="http://i.creativecommons.org/l/by-nc-nd/3.0/88x31.png" /></a><br /><span xmlns:dc="http://purl.org/dc/elements/1.1/" property="dc:title">baserigHandsv03.ma</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://www.jsulli.com/testbed/1109/base-rig-now-with-more-hands" property="cc:attributionName" rel="cc:attributionURL">Jamal Obi Sullivan</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/">Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License</a>.</p>
<p>This post is part of a series:<br />
<ul class="lcp_catlist"><li><a href="http://www.jsulli.com/testbed/1057/base-rig/">Base Rig</a>   </li><li><a href="http://www.jsulli.com/testbed/1086/animation-mel-script-for-baserig/">animation mel script for baserig</a>   </li><li class = current ><a href="http://www.jsulli.com/testbed/1109/base-rig-now-with-more-hands/">Base Rig now with more hands!</a>   </li></ul></p>
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		</item>
		<item>
		<title>animation mel script for baserig</title>
		<link>http://www.jsulli.com/testbed/1086/animation-mel-script-for-baserig/</link>
		<comments>http://www.jsulli.com/testbed/1086/animation-mel-script-for-baserig/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 19:01:10 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D animation]]></category>
		<category><![CDATA[baserig]]></category>
		<category><![CDATA[mel scripting]]></category>
		<category><![CDATA[3d character rig]]></category>
		<category><![CDATA[maya]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1086</guid>
		<description><![CDATA[When blocking my animation, I sometime like to key all the animateable attributes on the control objects that handle gross body movements all at once so that I don&#8217;t get unexpected results with my poses. Attempting to select each and every control object individually, setting keys on each object, and then returning to my original [...]]]></description>
			<content:encoded><![CDATA[<p>When blocking my animation, I sometime like to key all the animateable attributes on the control objects that handle gross body movements all at once so that I don&#8217;t get unexpected results with my poses. Attempting to select each and every control object individually, setting keys on each object, and then returning to my original selection for continued animating would be an amazingly slow process. This mel script takes a lot of that out of my hands.<span id="more-1086"></span> I assign this mel script to a hot key, use that hotkey when I&#8217;m ready to set a keyframe and can continue working seemingly without having to edit my current selection. I&#8217;ll describe how this mel script works below:</p>
<blockquote><p>//storing current selection in variable<br />
string $currentSelect[] = `ls -sl`;</p></blockquote>
<p>The &#8220;//&#8221; line contains comments I used to guide myself through the steps I wanted the script to take. the &#8220;string&#8221; line creates an array that remembers what you(the user) currently have selected and stores it so that it can be recovered later.</p>
<blockquote><p>//grabbing all the control objects<br />
select -cl  ;<br />
select fullBodyCTRL ;<br />
select -add LfootCTRL ;<br />
select -add LheelGrp ;<br />
select -add LheelGrp ;<br />
select -add LfootROT ;<br />
select -add LfootPIVOT ;<br />
select -add LtoeROT ;<br />
select -add RfootCTRL ;<br />
select -add RfootROT ;<br />
select -add RfootPIVOT ;<br />
select -add RtoeROT ;<br />
select -add LhandCTRL ;<br />
select -add RhandCTRL ;<br />
select -add hipCTRL ;<br />
select -add hipAngle ;<br />
select -add backCTRL ;<br />
select -add LshoulderCTRL ;<br />
select -add LarmFKCTRL ;<br />
select -add LforearmFKCTRL ;<br />
select -add LhandFKCTRL ;<br />
select -add RshoulderCTRL ;<br />
select -add LelbowCTRL ;<br />
select -add RarmFKCTRL ;<br />
select -add RforearmFKCTRL ;<br />
select -add RhandFKCTRL ;<br />
select -add RelbowCTRL ;<br />
select -add neckCTRL ;<br />
select -add headCTRL ;<br />
string $ctrlObj[] = `ls -sl`;</p></blockquote>
<p>These lines of code create an array,&#8221;$ctrlObj[]&#8221; , that will be used later to set keyframes on the keyable atrributes of the items in the array. The first line, &#8220;select -cl;&#8221; clears maya of any selection at all. The next line, &#8220;select fullBodyCTRL ;&#8221;, starts a new selection. Each subsequent line begin with &#8220;select -add&#8221; which allows you to add to your current selection without dropping what is already selected. The last line, &#8220;string $ctrlObj[] = `ls -sl`;&#8221;, makes an array that contains the names of all the currently selected items.</p>
<p>//creating array of all keyable attributes of the main list<br />
 string $animAllObj[] = `listAnimatable $ctrlObj`;</p>
<p>this next line of code will take that list of objects saved in the &#8220;ctrlObj&#8221;array earlier, and creates another array,&#8221;animAllObj&#8221; that contains the names of each keyable attribute of the objects in the list. For example, some of the controls should only have their rotation keyed. Others have some custom attribute that would not get keyed if you told Maya to key only the traslation or rotation. Since each object has been set up so that only what needs to be keyed is keyable, no unnecessary keyframe information will be created.</p>
<blockquote><p> //set keyframe for all keyable attributes for all control objects<br />
 setKeyframe $animAllObj;</p></blockquote>
<p>This line of code will set a keyframe on the current frame for each of the keyable attributes in the array &#8220;animAllObj&#8221;.</p>
<blockquote><p> //retore to original selected object and clear array<br />
 select -r $currentSelect;<br />
 clear($currentSelect);<br />
 clear($animAllObj);<br />
 clear($ctrlObj);</p></blockquote>
<p>These last lines restore the visible selection to what it was before the mel script selected all of the control objects and set the requested keyframes. Also, the arrays that were created were cleared to make that memory available for something else.</p>
<p>To assign this mel script to a hotkey in your Hotkey Editor</p>
<ul>
1. go to Window->Settings/Preferences->Hotkey Editor in Maya.<br />
2. under &#8220;Categories&#8221; scroll to and click on &#8220;User&#8221;<br />
3. click the &#8220;New&#8221; button on the lower right hand side of the window.<br />
4. copy and paste the mel script lines from above into the &#8220;Command:&#8221; area<br />
5. name the script.<br />
6. click &#8220;Accept&#8221;.<br />
7. the name you have chosen will show up in the &#8220;Commands&#8221; window above<br />
8. click the name and assign it a new hotkey(make sure the hot key you want is not in use)
</ul>
<p>*note* this version of the script should be assigned to a free hot key in your hot key editor or added as a button to your shelf in Maya so that it is invoked whenever you press that hot key or button. I plan on creating a separate GUI that will allow you to set keys, and separately change the list of objects keyed on the fly.</p>
]]></content:encoded>
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		<item>
		<title>Base Rig</title>
		<link>http://www.jsulli.com/testbed/1057/base-rig/</link>
		<comments>http://www.jsulli.com/testbed/1057/base-rig/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 07:08:46 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D animation]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[baserig]]></category>
		<category><![CDATA[3d character rig]]></category>
		<category><![CDATA[3d model]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1057</guid>
		<description><![CDATA[So here is the baserig that I will be using to animate my athlete models and other characters built off of this model. In this post I will describe the controls available on this rig. There are a number of controls available on this rig. I will go through the usage of each one. Main [...]]]></description>
			<content:encoded><![CDATA[<p>So here is the baserig that I will be using to animate my <a href="http://www.jsulli.com/testbed/807/athlete-base-model">athlete models</a> and <a href="http://www.jsulli.com/testbed/806/carrier-mage-sketches">other characters</a> built off of this model. In this post I will describe the controls available on this rig.<br />
<a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigMain.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigMain-96x81.jpg" alt="" title="brigMain" width="96" height="81" class="aligncenter size-medium wp-image-1069" /></a><span id="more-1057"></span></p>
<p>There are a number of controls available on this rig. I will go through the usage of each one.</p>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigHip.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigHip-96x81.jpg" alt="" title="hip controls" width="96" height="81" class="aligncenter size-medium wp-image-1068" /></a></div>
<div class="embedCOLB"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigBack.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigBack-96x81.jpg" alt="" title="back controls" width="96" height="81" class="aligncenter size-medium wp-image-1065" /></a></div>
<p><strong>Main body controls</strong></p>
<ul>
fullBodyCTRL &#8211; overall top control node. trans and rot available for this node<br />
hipCTRL- used to control the movement of the character from the hips. Also used to bend the character at the hips.<br />
hipAngle- used to rotate the hips only<br />
backCTRL- used to bend and twist the back<br />
neckCTRL- used to rotate the neck<br />
headCTRL- ummm.. this is starting to get redundant</ul>
<p>In the interest of brevity I will only describe the controls for the left arm and leg.</p>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigArm.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigArm-96x81.jpg" alt="" title="arm controls" width="96" height="81" class="aligncenter size-medium wp-image-1064" /></a></div>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigElbow.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigElbow-96x81.jpg" alt="" title="elbow controls" width="96" height="81" class="aligncenter size-medium wp-image-1066" /></a></div>
<p><strong>The arm controls</strong></p>
<ul>
LshoulderCTRL- used to shrug and rotate the shoulders<br />
LarmFKCTRL- FK(forward kinematics) control for rotating the upper part of the arm<br />
LforearmFKCTRL- FK(forward kinematics) control for rotating the forearm<br />
LhandFKCTRL- FK(forward kinematics) control for rotating the hand<br />
LhandCTRL- IK(inverse kinematics) control for controlling the arm. Move the control and the arm will follow. Changing the IKtoFK attribute from &#8220;0&#8243; to &#8220;1&#8243; will switch to forward kinematics control. Any value in between (.5, for example) will split the arm&#8217;s position between the placement of the LhandCTRL and the locations of the FK controls.<br />
LelbowCTRL- used in conjunction with the LhandCTRL the control the plane upon which the arm rotates. Translating this locator changes the plane used to rotate the arm. *Note* Make certain the locator stays behind the imaginary line from the shoulder to the hand as the arm will flip otherwise.
</ul>
<p><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigFoot.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigFoot-96x81.jpg" alt="" title="foot controls" width="96" height="81" class="aligncenter size-medium wp-image-1067" /></a><br />
<strong>The leg controls</strong></p>
<ul>
LfootCTRL- Used to place the foot. Also has a &#8220;Knee&#8221; attribute to change the plane the leg rotates on.<br />
LfootROT- used to rotate the foot from the heel to the ball of the foot, pivot the foot from the inner ball of the foot(like stomping out a lit cigarette), and roll the foot from side to side. The rotation is limited so that you cannot rotate below the LfootCTRL, leaving the foot flat upon the ground plane.<br />
LfootPIVOT- used to pivot the foot from the outer ball of the foot<br />
LtoeROT- used to stand the foot up on the point of the toe
</ul>
<p>There are three layers in this Maya scene. &#8220;animGeo&#8221; contains the low-poly geometry used to represent the character for animation. &#8220;controllers&#8221; contains the animation control objects. &#8220;bones&#8221; contains the joints of the skeleton, currently hidden to make for a cleaner work file for the animator.</p>
<p>So for those of you that have read all of this, if you are interested I will reward(maybe?) you by providing the <a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/baserig.ma">scene file(baserig.ma)</a> for your inspection. Please check it out and let me know is this rig is useful, if it&#8217;s wack, if it worked well, whatever. Please only use this for your (and my) education. If you use the rig for anything other than playing around on your home system, please credit me. Do not use this for commercial work without my written permission. If you want to use this as a basis for your own rig, let me know @ jamal@jsulli.com</p>
<p><a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/"><img alt="Creative Commons License" style="border-width:0" src="http://i.creativecommons.org/l/by-nc-nd/3.0/88x31.png" /></a><br /><span xmlns:dc="http://purl.org/dc/elements/1.1/" property="dc:title">baserig.ma, baserigv02.ma and baserigv03.ma</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://www.jsulli.com/testbed/1057/base-rig" property="cc:attributionName" rel="cc:attributionURL">Jamal Obi Sullivan</a> are licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/">Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License</a>.</p>
<p>In later posts I can discuss the expressions and constraints used to make the controls work to move the underlying skeleton. There are also some custom attributes that allow switching from FK to IK and back for animation, providing more control for the animator.  Let me know in the comments if explanation of that kind is of interest. Stretchy limbs will be the next edit for this rig. As well as a separate animation skeleton to which the animation can be baked.</p>
<p>Cheers!</p>
<p><strong>Changelog</strong><br />
<a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigv02.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigv02-96x81.jpg" alt="" title="baserig v02" width="96" height="81" class="aligncenter size-medium wp-image-1082" /></a><br />
<a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/baserigv02.ma">baserigv02.ma</a> now available for download!</p>
<ul>
1. separated the left right and main body controllers into three separate layers<br />
2. color coded the left(blue) and right(red) controllers for easier selection in the orthographic views<br />
3. added some dimension to the foot controllers to make them easier to see and select from the orthographic views<br />
4. the selection mask to &#8220;Select surface objects&#8221; is turned OFF by default making it easier to select only the controls and not the representative geometry
</ul>
<p><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigv03.jpg" rel="lightbox[1057]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/brigv03-96x81.jpg" alt="" title="baserig v03" width="96" height="81" class="aligncenter size-medium wp-image-1102" /></a><br />
<a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/baserig/baserigv03.ma">baserigv03.ma</a> now available for download!</p>
<ul>
1. got rid of extra layers<br />
2. set up limbs so mirrored animation using control objects was possible<br />
3. removed extra geometry from scene
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>3d Self Portrait Part 3 Zbrush edits</title>
		<link>http://www.jsulli.com/testbed/1034/3d-self-portrait-part-3-zbrush-edits/</link>
		<comments>http://www.jsulli.com/testbed/1034/3d-self-portrait-part-3-zbrush-edits/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 03:43:22 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3d selfportrait]]></category>
		<category><![CDATA[self portrait]]></category>
		<category><![CDATA[WIP]]></category>
		<category><![CDATA[3d model]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[painting]]></category>
		<category><![CDATA[polygonal modeling]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1034</guid>
		<description><![CDATA[I&#8217;ve taken the self portrait model into zBrush and done some editing. Some preliminary painting as well as some sculpting to have a look at how hair would look on the model. So there has only been a first pass at laying down local color. I haven&#8217;t edited any outputted textures in Photoshop. I haven&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshotTLE.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshotTLE-93x81.jpg" alt="" title="zbrush model with photograph overlayed" width="93" height="81" class="aligncenter size-medium wp-image-1044" /></a><br />
I&#8217;ve taken the self portrait model into zBrush and done some editing. Some preliminary painting as well as some sculpting to have a look at how hair would look on the model.<br />
<span id="more-1034"></span></p>
<div class="embedCOLA"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot01.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot01-93x81.jpg" alt="" title="3/4 shot from below" width="93" height="81" class="aligncenter size-medium wp-image-1035" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot02.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot02-93x81.jpg" alt="" title="near profile shot from above" width="93" height="81" class="aligncenter size-medium wp-image-1036" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot03.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot03-93x81.jpg" alt="" title="from above" width="93" height="81" class="aligncenter size-medium wp-image-1037" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot04.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot04-93x81.jpg" alt="" title="3/4 shot" width="93" height="81" class="aligncenter size-medium wp-image-1038" /></a></div>
<div class="embedCOLB"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot05.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot05-93x81.jpg" alt="" title="3/4 shot with hair" width="93" height="81" class="aligncenter size-medium wp-image-1039" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot06.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot06-93x81.jpg" alt="" title="shot from straight on" width="93" height="81" class="aligncenter size-medium wp-image-1040" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot07.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot07-93x81.jpg" alt="" title="3/4 shot from high above" width="93" height="81" class="aligncenter size-medium wp-image-1041" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot08.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot08-93x81.jpg" alt="" title="slight offset front shot" width="93" height="81" class="aligncenter size-medium wp-image-1042" /></a></div>
<div class="clearboth"></div>
<p><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot09.jpg" rel="lightbox[1034]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zSelf/zshot09-93x81.jpg" alt="" title="3/4 shot from below" width="93" height="81" class="aligncenter size-medium wp-image-1043" /></a><br />
So there has only been a first pass at laying down local color. I haven&#8217;t edited any outputted textures in Photoshop. I haven&#8217;t begun dealing with specularity and displacement too much yet either. I have brought the model from zBrush to Maya without too much hassle, so I&#8217;m looking forward to creating a couple of nice renders there as well.</p>
<p>There are still glaring problems with the likeness, but if you don&#8217;t see them I won&#8217;t say anything. I&#8217;ll just fix them and show you the new edit.</p>
<p>This post is part of a series:<br />
<ul class="lcp_catlist"><li><a href="http://www.jsulli.com/testbed/961/3d-self-portrait-wip/">3d Self Portrait WIP</a>   </li><li><a href="http://www.jsulli.com/testbed/988/3d-self-portrait-part2/">3d Self Portrait part2</a>   </li><li class = current ><a href="http://www.jsulli.com/testbed/1034/3d-self-portrait-part-3-zbrush-edits/">3d Self Portrait Part 3 Zbrush edits</a>   </li><li><a href="http://www.jsulli.com/testbed/1272/3d-turntables-on-vimeo/">3d turntables on vimeo</a>   </li></ul></p>
]]></content:encoded>
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		<item>
		<title>Zareen 3d Character Model</title>
		<link>http://www.jsulli.com/testbed/1024/zareen-3d-character-model/</link>
		<comments>http://www.jsulli.com/testbed/1024/zareen-3d-character-model/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 19:21:43 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[WIP]]></category>
		<category><![CDATA[3D animation]]></category>
		<category><![CDATA[3d model]]></category>
		<category><![CDATA[character concept]]></category>
		<category><![CDATA[polygonal modeling]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1024</guid>
		<description><![CDATA[This a 3d model of a little girl character I designed named Zareen. I mentioned her previously in this post. This is the base 3d polygonal model built in Maya. ~10K all-quad polys smoothed ~2000 polys in build model. Texturing and editing in ZBrush for more details has yet to be completed. Here you get [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jsulli.com/testbed/1024/zareen-3d-character-model"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/zareen/zTurnHead-140x81.jpg" alt="" title="placeholder from Zareen turntable animation" width="140" height="81" class="aligncenter size-medium wp-image-1028" /></a>This a 3d model of a little girl character I designed named Zareen. I mentioned her previously <a href="http://www.jsulli.com/testbed/15/character-concepts">in this post.</a><span id="more-1024"></span> This is the base 3d polygonal model built in Maya. ~10K all-quad polys smoothed ~2000 polys in build model. Texturing and editing in ZBrush for more details has yet to be completed.<br />

			<div class='evfe'>
			<!-- ================================================ -->
			<!-- based on 'Video for Everybody' v0.4.2 by Kroc Camen of Camen Design -->
			<!-- <camendesign.com/code/video_for_everybody> -->
			<!-- ================================================ -->
			<video class='external-vfe' width='640' height='480'  controls preload='none'>
				<source src='http://www.jsulli.com/videoFiles/zTurnFull.mp4' type='video/mp4' />
				<source src='http://www.jsulli.com/videoFiles/zTurnFull.webm' type='video/webm' />
				<source src='http://www.jsulli.com/videoFiles/zTurnFull.ogv' type='video/ogg' />
				<object width='640' height='480' type='application/x-shockwave-flash' data='http://./htdocs/testbed/wp-content/plugins/shadowbox-js/shadowbox/player.swf'>
					<param name='movie' value='http://./htdocs/testbed/wp-content/plugins/shadowbox-js/shadowbox/player.swf' />
					<param name='flashvars' value='controlbar=over&amp;image=http://www.jsulli.com/videoFiles/zTurnFull.jpg&amp;file=http://www.jsulli.com/videoFiles/zTurnFull.mp4' />
					<img src='http://www.jsulli.com/videoFiles/zTurnFull.jpg' width='640' height='480' alt='movie: zTurnFull'
						 title='No video playback capabilities, please download the video below' />
				</object>
			</video>
			</div>
			<p class='external-vfe-downloads'>Downloads: <br />
			<a class='mp4-link' href='http://www.jsulli.com/videoFiles/zTurnFull.mp4'>http://www.jsulli.com/videoFiles/zTurnFull.mp4</a><br />
			<a class='ogg-link' href='http://www.jsulli.com/videoFiles/zTurnFull.ogv'>http://www.jsulli.com/videoFiles/zTurnFull.ogv</a>
			</p>
		<br />
Here you get a better look at her face. I always liked this little girl, I think she is quite cute. I am excited to create some different emotional looks for her and get them animated!<br />

			<div class='evfe'>
			<!-- ================================================ -->
			<!-- based on 'Video for Everybody' v0.4.2 by Kroc Camen of Camen Design -->
			<!-- <camendesign.com/code/video_for_everybody> -->
			<!-- ================================================ -->
			<video class='external-vfe' width='640' height='480'  controls preload='none'>
				<source src='http://www.jsulli.com/videoFiles/zTurnHead.mp4' type='video/mp4' />
				<source src='http://www.jsulli.com/videoFiles/zTurnHead.webm' type='video/webm' />
				<source src='http://www.jsulli.com/videoFiles/zTurnHead.ogv' type='video/ogg' />
				<object width='640' height='480' type='application/x-shockwave-flash' data='http://./htdocs/testbed/wp-content/plugins/shadowbox-js/shadowbox/player.swf'>
					<param name='movie' value='http://./htdocs/testbed/wp-content/plugins/shadowbox-js/shadowbox/player.swf' />
					<param name='flashvars' value='controlbar=over&amp;image=http://www.jsulli.com/videoFiles/zTurnHead.jpg&amp;file=http://www.jsulli.com/videoFiles/zTurnHead.mp4' />
					<img src='http://www.jsulli.com/videoFiles/zTurnHead.jpg' width='640' height='480' alt='movie: zTurnHead'
						 title='No video playback capabilities, please download the video below' />
				</object>
			</video>
			</div>
			<p class='external-vfe-downloads'>Downloads: <br />
			<a class='mp4-link' href='http://www.jsulli.com/videoFiles/zTurnHead.mp4'>http://www.jsulli.com/videoFiles/zTurnHead.mp4</a><br />
			<a class='ogg-link' href='http://www.jsulli.com/videoFiles/zTurnHead.ogv'>http://www.jsulli.com/videoFiles/zTurnHead.ogv</a>
			</p>
		</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Athlete Base Model Part 3</title>
		<link>http://www.jsulli.com/testbed/1000/athlete-base-model-part-3/</link>
		<comments>http://www.jsulli.com/testbed/1000/athlete-base-model-part-3/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 02:39:30 +0000</pubDate>
		<dc:creator>jsulli</dc:creator>
				<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[athlete base model]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3D animation]]></category>
		<category><![CDATA[3d model]]></category>
		<category><![CDATA[character rig]]></category>
		<category><![CDATA[maya]]></category>

		<guid isPermaLink="false">http://www.jsulli.com/testbed/?p=1000</guid>
		<description><![CDATA[I am currently building an animation control rig for the athlete base model. I will describe most of the controls here: controls for the feet FK/IK ankle controls pivot control for the ball of the foot pivot control witch to change rotation from inside to outside of foot heel height control to put character on [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/fullCTRL.jpg" rel="lightbox[1000]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/fullCTRL-121x81.jpg" alt="" title="basic control rig" width="121" height="81" class="aligncenter size-medium wp-image-1003" /></a>I am currently building an animation control rig for the athlete base model. I will describe most of the controls here:<span id="more-1000"></span></p>
<div class="COLL"><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/footCTRL.jpg" rel="lightbox[1000]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/footCTRL-121x81.jpg" alt="" title="foot control" width="121" height="81" class="aligncenter size-medium wp-image-1002" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/backCTRL.jpg" rel="lightbox[1000]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/backCTRL-121x81.jpg" alt="" title="hip controllers" width="121" height="81" class="aligncenter size-medium wp-image-1001" /></a><a href="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/shldCTRL.jpg" rel="lightbox[1000]"><img src="http://www.jsulli.com/testbed/wp-content/uploads/2010/athleteRig/shldCTRL-121x81.jpg" alt="" title="shoulder control" width="121" height="81" class="aligncenter size-medium wp-image-1004" /></a></div>
<p><strong>controls for the feet</strong><br />
FK/IK ankle controls<br />
pivot control for the ball of the foot<br />
pivot control witch to change rotation from inside to outside of foot<br />
heel height control to put character on balls of feet<br />
toe rotate control<br />
heel rotate control<br />
control to roll the foot from the inside or outside</p>
<p><strong>hip controls</strong><br />
main hip controller &#8211; for positioning the hips and bending the torso at the hips<br />
hipAngle controller &#8211; for rotating(swivel) the hips alone</p>
<p><strong>shoulder controls</strong><br />
shrug control to raise or lower the shoulders together(not pictured)<br />
individual shrug controls to edit the shoulder position independently(not pictured)<br />
shouldeAngle control to set the general angle of the shoulders</p>
<p><strong>head and neck controls</strong><br />
basic rotation controls</p>
<p><strong>hand controls</strong><br />
finger rotation<br />
FK/IK general controls</p>
<p>This post is part of a sequence:<br />
<ul class="lcp_catlist"><li><a href="http://www.jsulli.com/testbed/807/athlete-base-model/">Athlete Base model</a>   </li><li><a href="http://www.jsulli.com/testbed/868/athlete-base-model-part-2/">Athlete Base Model Part 2</a>   </li><li class = current ><a href="http://www.jsulli.com/testbed/1000/athlete-base-model-part-3/">Athlete Base Model Part 3</a>   </li><li><a href="http://www.jsulli.com/testbed/1109/base-rig-now-with-more-hands/">Base Rig now with more hands!</a>   </li></ul></p>
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