
I used a Nurbs curve and the Wire Tool to influence the shape of Melvin's face as you can see below:



I used the Reduce and Smooth tools mostly to widen Melvin's mouth and make the skin smooth around it.
The next stage was to create a cluster for the mouth so that when it opens the cheeks also go inwards. This was done again using painting weights and then setting the cluster to be driven and the cheeks change shape as the jaw open joint is rotated on the axis.
This is only a quick playblast for starting a run cycle with the Moom Rig, but I was looking at the different ways the arms react when running. The right arm of Moom is rigged with FK and it moves with the body when it is going up and down whereas the FK left arm stays in the same position.
This will be something I must consider when creating my own rigs and the method of animation people prefer to use. Or even whether to use a mixture of the two for maybe the overlap of the hand movements.
The first thing I noticed from my rigging practice is how complicated the rig looks, with lots of facial controls and many for the body too in a small area.
I followed the flame fluid tutorial as blogged below, with the following results:
I tried changing the intensity and the colour and believe this last test looks the best. It will be interesting to see how this would look in the cartoon style that we are looking for in my final year film.

I bought this book from Amazon for merely a couple of pounds, and I have to say it is one of the best investments I have ever made for learning Maya. I will follow the tutorial through and rig a character as part of my assessment, and then try and put it into practice for another character or one of my own creations before using my new knowledge for the final characters in my film.
I found this tutorial:


And this is not really a walk or run, but I thought it was a nice animation of Pluto, and could be used towards the Marmot character we have in our film. He also seems to go through a whole range of emotions in a short space of time.

These images were taken from the internet for reference.
This is more of a leisurely jog, which may be good for practice but will probably not feature in our chase sequences.
Leg positions for a run cycle. It is similar to a run in that the contact positions are the same with the opposing legs, but evidently the back leg is in a different position as it is off the floor in comparison to a 'normal' walk cycle.

After our group discussions, it was evident that as the lead animator of the group I needed to practice run cycles as the majority of our film is a chase sequence. I used the rig I gained whilst on work experience at Rare as well as one of the rabbit from creative crash in order to practice a human and two legged animal run. I know the rabbit in particular needs a lot of work with the arms and smoothing out the actions, which is what I am going to focus on this week as well as learning basic body rigging.
(I will also upload the human run cycle at a later date)
I am not going to jump straight into the facial animation as that is my aim for the term, and I think I need a bit of practice with Maya before going head on into it.


