GADE

GADE

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GADE episodes

  • Moontruck Rigging

    Rigging for the "MoonTruck" model for "Lunatics!"

    Presented by Chris Kuhn, who created this model and the constraints-based control rig for it.

    [NOTE (2022): The components of this model have been color-coded for simpler modeling and rigging, it is NOT going to look like this when the materials and textures are finished]

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  • Previz: Georgiana Lerner signs her name

    The director animates! It's no secret that I'm not the top character animator around here, but I am learning!

    I decided to do this one, because I was interested in the rigging to follow the signature effect (which is using the "dynamic paint reveal" technique that I documented in my production log http://wp.lunatics.tv/?p=3094 ), and also because the character animation part wasn't too sensitive. The character rigging is by Keneisha Perry, based on the rigify rig. The model is originally by Bela Szabo, with a lot of modifications by Keneisha Perry since then. Character design by Daniel Fu.

    The hand IK controller is rigged to follow the location and rotation of the pen. I then hand-animated the body and head to follow the action of the arm.

    This is from the "Touring Baikonur" montage in the pilot. It's a tradition that cosmonauts sign the door of the hotel room in Baikonur that they stay in the night before the flight, so we decided to include that.

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  • Animated Writing Test

    After much more experimentation, I've manage a very slight improvement in the writing animation, and also of course added a simple rigged pen to follow the motion (though this is probably not the pen I'll use in the production shot). I didn't want the pen to look too mechanical. A person writes mostly with the wrist (or fingers -- but when writing large letters like this, the wrist motion dominates). So while the point of the pen follows the text, the top of the pen moves less. I rigged this with two separate animated curve paths in Blender, using bone constraints to get the pen to follow them. I'm hoping this will be easy to integrated with the IK rigging of the character.

    (No sound).

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  • Animation Test - Signature with Dynamic Paint Reveal

    Test using Blender's dynamic paint to reveal an already prepared signature graphic (no sound).

    The timing is fairly close to what I want, though it might need some tweaking. The biggest problem is that the brush is revealing some parts before they should be visible. Might need to narrow the brush down a bit.

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  • Effects Test: Lander Flame & Debris Animation

    Revisiting this part of the project, now that I understand Blender texture nodes and other data structures better. This is a simple animation meant to represent the lander's retro rocket firing and stirring up dust on the Lunar surface. This is meant to be somewhat cartoonish, to match the NPR style of the lander and Moon.

    The animated texture nodes are shown for the debris spray animation, as well as a wireframe animation for the four meshes used to create this effect.

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  • Animation Test - Mission Control Room (Monitor Flicker)

    This is a test of a flickering-monitor effect on the Mission Control Room set. Created for the "Lunatics!" animated pilot ( http://lunatics.tv ). It's really just a 2-second test, repeated 20 times, so you have some time to look at it.

    I'm not 100% sure whether I want to use this or not. Flickering like this is more characteristic of CRTs than LCD monitors, but it kind of looks a little more "alive" than a static shot.

    (Of course, there will be some people in the final shot).

    The monitor screen are textures with emission settings of course -- a few are AVI video textures.

    The flicker is achieved by animating a property on a control object (an empty) which is not rendered. I found out that attempting to use a Material property or a Scene property WILL NOT WORK, due to bugs in how drivers are updated in Blender 2.7x. So it's necessary to use an object with custom properties as the driver source. The "emit" property of the screen material is then driven from this with a simple expression. That way, only the one object property has to be animated (it's a 4-frame animation cycle). The same property is also used to drive the intensity on the bluish hemi lights associated with each set of monitors, which accounts for the reflected light on the desks (and also walls and ceiling).

    The model was created by Travis Souza based on online reference photos from the Mission Control Center in Moscow/Star City and updated console designs by Terry Hancock.

    The chair is by Lekanus@BlendSwap (PD), although this is a low-poly version revised to match our NPR rendering style.
    Materials, textures (including animations created in Synfig), lighting, and rendering by Terry Hancock.

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  • Skeletal Face Rig Demo

    Keneisha Perry has redesigned the facial rigs for Lunatics, replacing the original shape-key-based rigs with a simpler skeletal rig. This is faster to apply and may be simpler to animate. They still work with Papagayo, as this demo shows. She's also moved on to rigging more of the characters, which is going faster now.

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  • Audio Ambience - "Bubble Tank"

    Draft of ambient audio loop for the photosynthetic algal reactor in the colony (it's a tank full of algae with air bubbled through it to pick up oxygen from photosynthesis). Made from multiple original recordings mixed, equalized, and looped in Audacity. This is my first ambient sound loop for this project (seemed like an easy one).

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About GADE

From the publisher's feed

GADE est le maillon vidéo et visuel de l'écosystème de l'ORGANISATION KA INTERNATIONALE (OKI). Conçue pour les créateurs et le public attachés à la souveraineté numérique, notre instance PeerTube…