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Charles Looker

Technical Direction

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Maths 101: Matrix Multiplication | Charles Looker

https://charleslooker.wordpress.com/2013/05/25/maths-101-matrix-multiplication

Maths 101: Matrix Multiplication. May 25, 2013. I’ve started so i’ll finish – we’re going to dig into matrix multiplication; once I’ve covered this we’ll dive into determinants and back to matrix inversion. Theres a reason for this which we’ll understand along the way – i’ll throw in the identity matrix and mean which are great for validation and dimensional understanding. Onto matrix multiplication then:. We start by taking the first value of the first row of first matrix! AX) (BY) (CZ) , (AI) (BK) (CJ).

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Charles Looker

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Max: Detecting illegal/cyclic references? May 25, 2012. I’m working with weak references in a script controller and trying to get around an issue. If the reference is validated incorrectly from keyframe changes (moving, deleting etc) I get a hard script controller error – “illegal cyclic reference”. It appears nothing can catch the error before the script controller does – callbacks, node events, all happen after the controller is evaluated. Absolute poses in weight space. May 23, 2012. If weight A is at...

3

Group Constraints | Charles Looker

https://charleslooker.wordpress.com/2012/12/08/group-constraints

December 8, 2012. So as I previously mentioned, multi-directional constraints can be achieved by invalidating the transforms. What I did’nt mention is that its pretty damn hard mixing up a group constraint mechanic with a non-group mechanic. A, B both have each others targets, both set to world. B switches to A, A is still set to world – the link is fine. A switches to B – the causes circular dependency. So to fix this we walk the controllers and determine which will be invalidate, in this case B trying ...

4

Maths 101: Back to basics – Matrices | Charles Looker

https://charleslooker.wordpress.com/2013/05/21/maths-101-back-to-basics-matrices

Maths 101: Back to basics – Matrices. May 21, 2013. I’m going to cover broad topics in vectors, matrices and the likes, so i’t may appear that i’m skipping specific’s at time. But hopefully I’ll give a good enough understanding and hopefully be able to add specifics in due course. So onto matrices:. A matrix is an object made up of columns and rows – by association an n x m is row by column matrix of n rows and m columns like so (the. Just denotes the list of values):. We’ll start with something re...

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Multiplying matrices in MotionBuilder? | Charles Looker

https://charleslooker.wordpress.com/2012/06/01/multiplying-matrices-in-motionbuilder

Multiplying matrices in MotionBuilder? June 1, 2012. For the life of me I can’t figure this out – If I have a null and a cube at the origin, with the cube rotated and the null placed at [0,20,0] – Setting the nulls transform by multiplying it by that of the cubes should put it into the coordinate space of the cubes. (Essentially orbiting it about the cube). From pyfbsdk import *. M = FBMatrix(j * k). Just found out the FBMatrixMult –. Seems to do the job. Larr; Max: Detecting illegal/cyclic references?

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Protocol to build a reusable deformation template II: a brute force approach | circe-characterWorks

https://circecharacterworks.wordpress.com/2012/08/05/protocol-to-build-a-reusable-deformation-template-ii-a-brute-force-approach

The character TD porfolio of cedric bazillou. Protocol to build a reusable deformation template II: a brute force approach. On August 5, 2012. Over the last months I was busy writing and playing with specialized rigging and deformation nodes for maya . I asked my former mentor at rigging dojo, Brad Clark, some advices on my newly released programming reel. He gave me a really helpful insight on my spline deformer and ask how will it behaves on a full blow creature or character. Tail and cloth removal.

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Maulik's Technical Art Blog: No-pop implementation challenges

http://leftbulb.blogspot.com/2012/05/no-pop-implementation-challenges.html

22 May, 2012. One of the key features of the constraint system I am developing is auto correction of "pop effect" when animation changes. This problem is quite complex due to a lot of different scenarios involved and based on how Maya architecture is designed. User can update keys in the graph editor at any time value, this does not cause the compute since you might be on a frame that is not related to the changes. Hence we have to detect this as animation callback. This means that when animation for a s...

willrigforfood.blogspot.com willrigforfood.blogspot.com

Riggers Do It With Constraints: Animated Films: A Rant

http://willrigforfood.blogspot.com/2010/04/animated-films-rant.html

Riggers Do It With Constraints. A resource hub for all things involving rigging and technical direction. Friday, April 2, 2010. Animated Films: A Rant. Today I'm going to stray away from the usual rigging posts, and. Rant about something that has been bothering myself and others in this industry for a while. Ready? Animated is NOT synonymous with "kids' move". Time an animated movie comes out. To enjoy it. And, they're targeting teens as well. The DnD character? Is it because Toothless is so adorable?

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Riggers Do It With Constraints: Project X: The Offering Trailer

http://willrigforfood.blogspot.com/2010/06/project-x-offering-trailer.html

Riggers Do It With Constraints. A resource hub for all things involving rigging and technical direction. Monday, June 7, 2010. Project X: The Offering Trailer. For those of you who don't know - I am currently working full time (more than that, actually) as lead character rigger on the next Project X, a series of shorts produced by the students of Cogswell Polytechnic College. Heh, sorry for the size! Subscribe to: Post Comments (Atom). Blender Heat Weighting Essay. Mason 3D - Work and Tutorials. Puppet 0...

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Dam-i-nation!: Lazy Blogger...

http://dam-i-nation.blogspot.com/2008/09/lazy-blogger.html

Tuesday, September 30, 2008. OK, so starting a blog sounds like fun when you are unemployed and not that busy, but when life gets interesting, blogs die. which has happened to mine. so here are some updates! I started work full time at Torus Games. Some months ago, which has been busy. I am working with my mate Aidan from my Iloura days. Really friendly studio, great animation team. I am getting to do some TD stuff as well, which is cool. I am collaborating with an ex-colleague, Michael Elder. So thats a...

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Dam-i-nation!: Deform Test

http://dam-i-nation.blogspot.com/2008/02/deform-test.html

Tuesday, February 19, 2008. I am working on a new facial rig that is deform/controller based rather than Shape-animation based. Here are some deformation tests. Squash,Stretch, Eee and Ooo extremes. Posted by Chris Dardis. Nice Chris. How long did that take? March 28, 2008 at 5:39 AM. Subscribe to: Post Comments (Atom). Aaron Clement - Animator. Ben Mars - Animator/Director. Brad Noble - Animator/TD. Jamie Judges - Design/Photography. Luke Randall - Animator. Michael Elder - Animator/Character Design.

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Dam-i-nation!: Inter-Face!

http://dam-i-nation.blogspot.com/2008/02/inter-face.html

Wednesday, February 20, 2008. My rig now has an interface. It has been a great learning tool for scripting in the context of a productive project, much better than just learning by exercises. Good fun! Posted by Chris Dardis. Subscribe to: Post Comments (Atom). Aaron Clement - Animator. Ben Mars - Animator/Director. Brad Noble - Animator/TD. Jamie Judges - Design/Photography. Luke Randall - Animator. Michael Elder - Animator/Character Design. Mike Benson - Animator. Nick Yue - Programmer/Shader TD.

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Dam-i-nation!: Quick Sync test

http://dam-i-nation.blogspot.com/2008/02/quick-sync-test.html

Saturday, February 23, 2008. Just a fast LipSync test slapping down default phenome poses from the control panel. Not too shabby for 10 mins work and no tweaking. I like the transitions between poses, fells so much less linear than shapes. (ignore the crappy tongue btw :) ). Posted by Chris Dardis. Subscribe to: Post Comments (Atom). Aaron Clement - Animator. Ben Mars - Animator/Director. Brad Noble - Animator/TD. Jamie Judges - Design/Photography. Luke Randall - Animator. Mike Benson - Animator.

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Dam-i-nation!: Articulation

http://dam-i-nation.blogspot.com/2008/03/articulation.html

Thursday, March 13, 2008. With enough training, the human body can make some amazing shapes. I guess the main challenge is to make sure that your character has sufficiently flexible articulation to get to those poses as quickly and cleanly as possible. The girl in the following clip has an AMAZING range of motion, almost superhuman. I am using it as inspiration. Posted by Chris Dardis. Subscribe to: Post Comments (Atom). Aaron Clement - Animator. Ben Mars - Animator/Director. Brad Noble - Animator/TD.

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Maths 101: 3×3 Determinants. July 7, 2013. Back from a quick break and back to matrix math. As I showed with a 2×2 matrix we get the determinant of it by multiplying the first element of the first row by the last element of the last row; and subtracting this from the first element of the last row multiplied by the last element of the first row. First, we use the first row to break the matrix into 3 successive 2×2 matrices – lets create a 2×2 matrix using the first element:. 1 * -34) = -34. 5 * -24) = -120.

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