PROJECT ANIMAL CRACKER

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ANIMALCOOKIES!!!!!!

"Bringing Animal Crackers to life, so you don't have to!"

October 22, 07
        The cookies

    I don't really have much to update with this week.  I spent a lot of time debugging a few things, and fine tuning other aspects of my project this weekend.  However, I have a list of the animal cookies I've made up, with their rigs, available here

 

October 19, 07
        Young Talent

    I'm so excited!  Today I filmed my clean plate with a different talent, her name is Katie.  I shot with the HVX200, in their beautiful dinning room.  Most of the shots came out well.  There's one or two shots I need to stabilize, but overall, things are looking good.

 

October 10, 07
        As Promised

    Here's the play blast from the original zebra cookie's procedural animation.  I've only got it running in place right now, and I'm currently working on a method to have it run on a predetermined path.  Until then, the link below leads to the trot-cycle.

          

    View Zebra Trot

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October 8, 07
         Talent update

    Well, it's quite unfortunate that I've misplaced the phone number to get in contact with my actor.  I'm in the process of getting a backup actor in the event that I never find the phone number.

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October 6, 07

Procedural walk cycle

  So I've successfully created a procedural walk cycle for the zebra cookie.  My method for creating this movement was to rig the cookie with ikHandles, and then animate them through brief sine and cosine waves in the mel expression editors.  The images below show a close up on the three handles I created and the expressions attached to them.

  I will have a play blast for viewing by Tuesday.

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September 26, 07

Shader algorithms completed

     I've decided to use Renderman for creating my cookie shader, as it seems to be the method I can make the most adjustments to easily.  First off, I started by looking at one of the animal crackers I bough as reference.  The example you see is a crocodile cookie from the Publix supermarket brand of animal crackers.  The elements I had planned on incorporating into the shader was a cookie-like texture, a displacement based on a texture map for each animal, extra baked edges, and the unique texture that appears on the back of the cookie.

   

     The first thing I approached was the general texture of the cookies.  I created a golden color, with a bit of a brown speckle added through a noise function.  The ameba shaped blob protruding the surface was a displacement I was working on, which was really two circles with a slightly different diameter, but the same noise function on the circumference.

    The next step I wanted to accomplish was adding in the function for using a texture based displacement.  Below you'll see an example of what the shader looks like with the texture added as a displacement.  The image on the right is just a cruedly drawn teapot I created in Photoshop to add on as the displacement shown left.

             

   Now it was about time for me to get crackin' on the back portion of the cookie.  There is a really unique circular pattern texture to the back, probably a result from the surface the cookies are baked on.  My solution to this was to create a sin wave, and offset it by a specific distance as shown in the image below on the left.  Then I set up a boundary, where if the value of sin went beyond or below the limits I instaled, then it would cut off and create the circular pattern.

    

   Here are a few results that failed, but managed to look interesting during my exploration of the right equations to use.  I like the one to the third image because it makes me think of a very sharp memory-foam pillow.

 

    Finally just below are the images representing the communication link between the surface shader and the displacement shader.  Its harder to see it in the first image, so I rendered a version with a very plane contrast in colors.  What's happening here is that the surface shader is reading the height of the displacement value, and based on it's height will serve the biased for if the surface shader would use the more baked color or not.

   I intend to have these attached to the rigged cookies in a few weeks, and by then I'll have the source code all worked out and organized so it's easier to read.

     In other news completely unrelated to the shader, I've finished a functioning rig for the cookie models.  Here is what the zebra looks like rigged and distorted. 

References and tools used for the shader can be found at Malcolm Kessons website, www.fundza.com
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Site Launch, Spring 07

      The idea for this project is to bring life to the animal cracker image imbedded in everyone’s memory from childhood, however, I’m having trouble deciding on what exactly they would do once alive.

            I figured a nice ‘snack’ commercial would be a good idea.  The setting would be a kid working on their homework late at night, with their desk lamp on, probably looking very worn and tired.  Then the focus of the commercial would be on a plate of animal cookies, being pushed by one lone elephant-cookie.  Then, for good advertising, the kid would eat the cookies, and would be doing his work better, looking more confident, etc.. I could probably end this commercial with a box of the animal cookies, and maybe animate one of the characters in the front by hand (at least this way I could show off what I wasted most of my electives on).

            The other idea is a spin off of the first one, just a little more action packed.  Instead of the kid being offered the plate of cookies as a homework-helping-snack, he’s really being deceived by the cookies, and they start jumping on him and attacking him.  This idea requires a little more work than the first.
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