A test of my stop-motion style rig, and a rather morose take on a 1000 Subscriber Special. I’m quite pleased that I managed to managed to animate two and a half minutes of dialogue in a day.
Violin from 3rd Movement of the St. Paul’s Suite by Gustav Holst performed by Cunningar 0807
Wind Synthesized A by Inspector
J Korobeiniki (Tetris_Theme) arranged and performed by The Floppotron
ZX Spectrum model by Blurbur
Gargle Song arranged and performed by the Mike (yogyog) Futcher.
For a while now I have been working with artist Unus Safardiar creating CGI visualisations for giant kinetic sculptures … and, working with fellow Blender user Peter Applerock, we created what turned out to be an incredibly complex artwork to be undertaken by such a small team :
A video artwork to be displayed on a 20m x 4m screen seamlessly looping with no cuts, multiple moving parts, close integration of CGI elements with human actors, morphs between actors, and complex mechanical rigs.
While the neck and head morph was done in After Effects, the greenscreening and compositing of the helm was done in Blender, which allowed for 3D elements to appear both infront and
behind the actors, and the light of the flames to reflect on the actor’s head.
We are planning to show the final video alongside some of Unus’s giant kinetic sculptures on number of galleries in Russia, England and Germany (and perhaps more) in 2019 including
The Federation Tower, Moscow (the tallest building in Europe) and The Saatchi Gallery, London.
And now I tell you about some more of my ideas while creating !Leaf, and my possible plans for it in the future.
The game can be downloaded here:
The controls on my recently released game LEAF are very different from how they are on most platformers – but they still work!
This is a reply to “5 Reasons Your Indie Platformer Game Sucks” by Jonas Tyroller : https://youtu.be/vFsJIrm2btU
(I hope I pronounced his name correctly)
The game can be downloaded here:
This time – using Rhubarb with Manuel Bastioni LAB!
00:00 – Intro
00:29 – Installing addons
01:46 – Setting up a Manuel Bastioni LAB charactor
03:00 – The MANY shapekeys of Manuel Bastioni
05:04 – The five shapekeys that we care about
06:39 – Setting up drivers
13:36 – Setting up the pose library
17:52 – Running Rhubarb
Manuel Bastioni LAB:
Rhubarb addon for Blender:
Relevent shapekey names:
The second of a set of two tutorials: different approaches to using Rhubarb Lipsync with Blender. This one is on animating a mouth with shapekeys – the first is on stopmotion-style animation.
00:00 - Intro 00:23 - Downloading and installing the addon and project files 01:12 - Intro to the blendfile and its shapekeys 02:45 - Set up the armature 04:48 - Set up the drivers 05:28 - Attach drivers to bones 11:15 - Pose Library 13:20 - Preparing Rhubarb - importing sound
RHUBARB LIPSYNC is an open-source automated lipsync program by Daniel S Wolf. It was used on the 2017 Ron Gilbert adventure game Thimbleweed Park.
Rhubarb Lipsync Page: https://github.com/DanielSWolf/rhubarb-lip-sync
Rhubarb Lipsync Download: https://github.com/DanielSWolf/rhubarb-lip-sync/releases
The RHUBARB LIPSYNC BLENDER ADDON for it is by Scaredyfish: https://github.com/scaredyfish/blender-rhubarb-lipsync
The BLEND FILES used in the tutorial can be downloaded here:
The MOUTH REFERENCE IMAGE can be found here:
SISTER TUTORIAL: Blender + Rhubarb Lipsync : Stopmotion Style
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