MooM Test
Hey everybody. This is a really cool little rig I found on highend3d. It's called MooM by Ramtin Ahmadi. It's pretty versatile from what I can tell so far. Lately I find that when I'm tired of animating my thesis characters, it's just that. I'm tired of the characters, not animation itself. It hit me that I can start side projects and have something else to turn to when this happens. For anyone who is getting a little tired of constant thesis work, download this rig and mess around a little. It's fun because it's not going to be graded or anything and you can do whatever you want. And you never know, you just might get something for your demo reel out of it...
Here's the link to MooM: http://highend3d.com/maya/downloads/character_rigs/MooM-by-Ramtin-Ahmadi-4346.html
The major flaw in the rig for me so far has been the lack of shoulder and arm inherit controls. It's taking me some getting used to, but I'm learning to work in layers because of it. After a couple of nights of post-lab animation work, I have(what I think) is a respectable second pass of the first shot in my little project. Eventually this guy will have to overcome a wall that's blocking his path( ie. the shadow in front of him). I'm not sure exactly where I'm going to take it yet. Still need to thumb it out I guess.
Anyway, give me any suggestions you can think of. I'll take all the help I can get.
Hey everybody. This is a really cool little rig I found on highend3d. It's called MooM by Ramtin Ahmadi. It's pretty versatile from what I can tell so far. Lately I find that when I'm tired of animating my thesis characters, it's just that. I'm tired of the characters, not animation itself. It hit me that I can start side projects and have something else to turn to when this happens. For anyone who is getting a little tired of constant thesis work, download this rig and mess around a little. It's fun because it's not going to be graded or anything and you can do whatever you want. And you never know, you just might get something for your demo reel out of it...
Here's the link to MooM: http://highend3d.com/maya/downloads/character_rigs/MooM-by-Ramtin-Ahmadi-4346.html
The major flaw in the rig for me so far has been the lack of shoulder and arm inherit controls. It's taking me some getting used to, but I'm learning to work in layers because of it. After a couple of nights of post-lab animation work, I have(what I think) is a respectable second pass of the first shot in my little project. Eventually this guy will have to overcome a wall that's blocking his path( ie. the shadow in front of him). I'm not sure exactly where I'm going to take it yet. Still need to thumb it out I guess.
Anyway, give me any suggestions you can think of. I'll take all the help I can get.
-Jim
4 comments:
I like the eyes on that rig, they work well. Only part that bothers me right away is his left hand. It is hard to see the fingers and such so when he goes form looking at his fingers to waving his hand around it was a bit hard to see what happened. Might be good to color the hands a bit darker but over all nice going. Also I hate you for being at a point where you can animate again. I wish i could
thanks man. yeah that left hand isn't exactly reading very well i guess. i think the default shader on this guy has an diffuse of 1. I'll try taking that down.
Hey Jim - thanks for posting the link to the rig! I hope I get a chance to play with it at some point.
Animation looks good so far. I just have the same comment as Chris about not really being able to see what's going on with his hands. Also, I find myself staring at his mid-section. I feel like it should be following the shoulders more or.. something. I'm not sure. Just something to look at.
I like the ending a lot more, it has more life to it. Next time you attack it I would work on the feet and legs. I like the end eye dart down then up. hehe. Made me laugh. The hand is way better now. Last think is his movement forward feels the same speed from the start to when he reacts to what he sees. Might try and change it up a hair. Good work.
Post a Comment