animation update progress by Sergey Belyaev
update progress shown in clip above
animation progress by Josse Ngaibona
Sky, grass, texture and lighting progress by Emma Kurran
In the 4th frame "Despuess" (the guy holding the bag) "puffs up" in the render. The same thing just happened with another scene with the same character that was sent to the Render Farm -if anybody has an explanation why that would be greatly appreciated. It renders fine on my computer -this is what he's supposed to look like http://youtu.be/L9ozlJLWmjU
animation progress by Kyle Wilson
swords removed animation update by Rob Ellis
One of our earliest animations where we originally had them all holding swords -but changed it as Cerebus is hired as "the muscle
"Heist Supply Store" Lighting progress by Nat Palazzo
Priest Rig joints appear solution by Nick Wolensky
One of our ncloth simulations artists: "joints are
crucial because i would be able to utilize the input mesh attract
feature of n-cloth with it." Nick: "All of the joints seem to be set to "bounding box" mode which actually turn off the joint viewport icons. (You can actually see this under the Display | Drawing Overrides | Level of Detail attribute in the attribute editor for a given joint). So running the script essentially finds all of the joints and runs a loop on each of them switching the level of detail back to "full". I'm guessing the rig was designed this way as a full proof way to protect animators from breaking the rig. But anyway, hope this helps."
no sword fix animation update by Rob Ellis
One of our earliest animations where we originally had them all holding swords -but changed it as Cerebus is hired as "the muscle" https://www.youtube.com/watch?v=RmxzoMOzQOI
CEREBUS: LOW SOCIETY - get your copy today!:) From the students of the "Cerebus Comic Book Class" taught by Rob Walton of "Ragmop" fame!
One of the students says: Hello Friends. If you wish to purchase a copy of CEREBUS: LOW SOCIETY, please go into your local comic shop and pre-order using the Diamond code STK618535.
Troubleshooting fix by Technical Director Nick Wolensky
Nick says: "Here's the scene with fixed cerebus (his mesh is now on "mid" and the vertices that were wonky are fixed) and the new twins are now imported with transferred keyframes."
early blocking/animation progress by Kevin Matsui
crowd animation by Rob Ellis
Heads appear - troubleshooting fix by Technical Director Nick Wolensky
Nick: "Good news..I know why the twins heads are not rendering. It's because the heads are acting as wrap deformers for something else. By default, when you set up a wrap deformer in maya, the object that is acting as a wrap for another object has its "Primary Visibility" attribute turned off under the render stats of its shape node. So on your end it might be easier for you to just go under the shape node of both heads in the attribute editor and turn on "casts shadows", "Receive Shadows", "Motion Blur", "Primary Visibility", "Visible in Reflections", and "Visible in Refractions" under the render stats"
Robes cloth simulation/dynamics by Emma Kurran
crowd animation progress by Rob Ellis