05_30_07
r10-m3a-b2-fixed3-anim2c
19s • 2.6M • qt640x480
[omni worklight]

• keyrfame animation, cont.
• [complete/draft]
r10-m3a-b2-fixed3-anim2 scene (4.7M)


 

 
  05_13_07
r10-m3a-b2-fixed3-anim2a
13s • 2M • qt640x480
[omni worklight]

• keyrfame animation, cont.


 

 
  04_27_07
r10-m3a-b2-fixed3-anim2
2s • 540k • qt640x480
[omni worklight]

• short keyframe animation, slightly better, still a bit 'floaty'


 

 
  04_15_07
r10-m3a-b2-fixed3-anim1
10s • 1339k • qt640x480
[spotlight+daylight]

• keyframe animation... starts rough, gets better, still pretty bad.


 

 
  04_06_07
r10-m3a-b2_BIP-ballet
13s • 1773k • qt640x480
[spotlights+AE]

• BIP mocap data of ballet dancer
• some limb distortion, but not bad


 

 
  04_06_07
r10-m3a-b2_BIP-fall
2s • 284k • qt640x480
[daylight]

• biped (BIP) mocap data of fall
• 'projectile' added later in AE (AfterEffects)


 

 
  04_05_07
robot10-mesh3a-BIPED3-BVH2
42s • 4421k • qt640x480
[spotlights]

• same BVH motion-capture data as below
• revised skeleton (no hand articulation)
• better, but still some distortion


 

 
  03_16_07
robot10-mesh3a-biped2-BVH1
42s • 3976k • qt640x480
[quick render]

• sample BVH motion-capture data
• BVH skeleton data does not match my skeleton, so...


 

 
  03_13_07
robot10-mesh3a-biped2-fly2c
2s • 308k • qt640x480
[composite render]

• correct model - revised animation
• render composite - daylight + backlight


 

 
  03_13_07
robot10-mesh3a-biped2-fly1
2s • 288k • qt640x480
[quick render]

• wrong model - skeleton not attached
• 'remote' visible; manipulates head and facial features


 

 
  02_14_07
robot10-mesh3a-BIPED2-walk01
12s • 1534k • qt640x480
[quality render]

• revised biped(skeleton)
• slight distortion in chin/shoulders


 

 
  12_18_06
robot10-mesh2-biped2a-glitchwalk
10s • 1541k • qt640x480
[quick render]

• revised mesh
• new skeleton; not fitted


 

 
  12_13_06
robot09-biped02G-2-fall-glitch2
4s • 220k • qt640x480
[quality render]

• 2nd gravity/physics test
• serious problem w/joints (!)

 

 
  12_13_06
robot09-biped02G-2-fall-glitch
5s • 580k • qt640x480
[quick render]

• 1st gravity/physics test
• robot not supposed to fold up


 

 
  12_11_06
robot09-biped02F-neck-walk
15s • 748k • qt320x240
[quick render]

• basic walk
• footstep path test


 

 
  12_11_06
robot09-biped02F-walk2
04s • 652k • qt640x480
[quality render]

• 2nd walk, revised


 

 
  12_10_06
robot09-biped02F-MIX
06s • 856k • qt640x480
[quality render]

• multiple actions (squat/head/walk) test


 

 
  12_10_06
robot09-biped02e-walk
04s • 484k • qt640x480
[quality render]

• first walk cycle (biped 2)


 

 
  12_10_06
robot09-biped02F-neckhead
03s • 324k • qt640x480
[quick render]

• revised biped mesh
• eyes & jaw control test


 

 
  12_09_06
robot09-biped02e-squats
02s • 272k • qt640x480
[quick render]

• 2nd biped, revised animation
• note distortion in chest


 

 
  12_09_06
robot09-biped02d2a
01s • 84k • qt640x480
[quick render]

• 2nd biped animation test


 

 
  12_09_06
robot09-biped01-glitchB
01s • 72k • qt640x480
[quick render]

• same animation as below
• revised mesh fitting; better, but...


 

 
  12_09_06
robot09-biped01-glitchA
01s • 128k • qt640x480
[quality render]

• 1st biped (skeleton) animation test
• mesh distorts; improperly fitted


 

 
  12_07_06
robot8eF03
10s • 844k • qt480x360
[quality render]

• same animation as below
• daylight w/ shadows + backlight spot


 

 
  12_02_06
robot8eF02
10s • 1174k • qt480x352
[quick render]

• same animation as below
• spotlight combination


 

 
  12_02_06
robot8eF01
10s • 488k • qt300x225
[matte render]

• 1st render, 1st animation
• daylight, no shadows