So that was April 2018. When a Toronto cop showed the world how it’s done. When the Koreas finally started talking about ending their war. When the Australian financial sector’s dodgy behaviour was finally exposed for all to see. When.. uh… something of significance happened in Perth probably, not sure what.
I got a couple of new synthesiser bits this month, including the venerable complex LFO TINRS Wobbler and a portable enclosure with a built-in power supply. The week that the enclosure began its journey over from Melbourne, my car decided once and for all that my modular synthesiser was getting far too much attention. There soon came an ominous and expensive rattling noise from the engine…
If my chances of making it to Blender Conference 2018 were slim before, my car’s repair bills have now nailed that particular coffin shut, set it ablaze and launched it into the sun. Foo.
The Blender Institute began their super duper code sprint up in Amsterdam and the daily builds of Blender 2.8 are getting super duper interesting as a result! I’ll hold off from making any remarks because it’s all very much a work in progress, but there’s some promising developments.. as well as a reignition of the old LMB/RMB select debate.. ah well, may as well take the good with the bad!
I finished up CG Cookie’s Animation Bootcamp this month. This was my first submission for Exercise 11, the first walk cycle of the course!
I got some feedback from Instructor Wayne on this submission and had another crack at it.
Not great, true, but not awful either. The second full-body walk cycle was a little better.
It needs some polish but my peers at CG Cookie decided it was good enough to pass as is. I’ll come back to both of these another day.
I went on to the next CG Cookie animation course, Animation Workflow and Body Mechanics, and now that I’ve got a better eye for when something looks off it’s taking much longer to get my exercises to the point where I’m happy to submit them. Knowing when something’s off is easy, knowing how it’s off and how to fix it efficiently is what I’ve yet to learn. Better stick with it!
Out of the blue one Friday, I decided to challenge myself to realise a character design because it’s been a while since I tried. I did up this orthographic reference in Krita.
Then I tried to sculpt it. It came out looking different but so much better:
Here, Mr Pig is an unretopologised sculpture. The animation is done by shape-keying a deforming lattice (head and cheeks) and the sculpted mesh (eyebrows). The freckle texture is done with vertex painting. The animation is extremely limited – he can’t open his mouth or blink yet, for instance. Still, cute pig!
I’m retopologising the sculpture to a mesh so that I can use it to practice UV unwrapping and surfacing, specifically texture painting. And maybe a little bit of animation too. We’ll see!