3rd year part: more issues

In this post is about record of making during the animating process. Mainly Ncloth issues, a little about the referencing and saving issues.

Ncloth issue, at first thought it was because the character was moving too fast to get into position however realized it’s because I Set the nCache in the middle of the timeline instead of   frame -100 where the masked man starts in a T-pose going into the pose.

Played it though the timeline, for some odd reason the coat enlarged itself then started floating from left to right. Thought it was the same issue as last time so started the nCache at frame -100, same issue. Ended up taking off the Ncloth then reapplying it. Need to play around with the gravity settings for the coat to fall from the legs. For now, going to leave the clothing and focus on the actual character animations in other scenes.  (The reason why the leg goes through the chair In the video is because you don’t actually see that animation in the final peace, did it to have the Ncloth settle into position)

10 curruption wont save

While trying to save, Maya crashed. Reopened the file and it only showed this. Checked the outliner the mesh doesn’t exist. Ended up opening an old save then redoing parts of the animation for that scene.



In two separate occasions, I changed the environment then tried to swap out the reference files.  The lamp turned into these. Ended up deleted the reference file then referenced the game room into the scene without reloading it from an old connection. Had to redo some of the prop animations.

4 in maya

This is what the lamp looks like before the glitches. At a couple of points the rig kept Un-skinning itself from the mesh, when I reopen the file it turns out fine.

In conclusion: going to have to find out why the rig keeps un-skinning itself, why the files keep crashing, there’s issues when replacing files for referenced files, Ncloth is the source of many problems during this project. At this stage if there’s major issues with the Ncloth that a different camera angle can’t fix, the character is going to have to go naked. The first glitched version of the lamp looks interesting, going to try to create something similar with tiers to the lamp, at the end if there’s time.

YouTube. (2017). Distrion & Alex Skrindo – Lightning [NCS Release]. [online] Available at: https://youtu.be/dM2hrLwdaoU [Accessed 16 Mar. 2018].

YouTube. (2018). JPB – Get Over You (feat. Valentina Franco) [NCS Release]. [online] Available at: https://youtu.be/Z2E_32dkoWU [Accessed 16 Mar. 2018].


3rd year part: record of making

2 TAG 36% dynamic

Test rendered the environment with no lighting, it looks off putting.  Going to have to retexture after I had animated the characters. Noticed some of the mother’s skin is visible where there should be a dress.

In conclusion going to either scale the dress slightly or play around with the Ncloth more afterwards.

Asked someone what they think the relationship of the characters was, who does the girl prefer and as such.

Feedback:  she prefers the father because she’s holding his hand while the mother is holding the girl’s wrist with a larger gap between them. They look like mother father child.

In conclusion: so far, I have meet the intention of the family dynamic.

6 rotate issue

When I rotated the head the character glitched, with odd stripes coming out, the eyes came out the socket. Closed the file and reopened it, it worked fine after that.

33 curroption

Opened a file to animate in, it opened up like this. Closed it down then reopened it, it was fine after that.

In conclusion: maybe the scenes are too heavy therefore these glitches are happening. Have noticed when Xgen hair is switched on the program slows down drastically.

5 masked ncloth issueThe Ncloth comes off the arm.

In conclusion: the 2 arms are too close to each other going to need to place more distance from each other.

3 girl TAG 59% sleave2 leg cross

More Ncloth issues, possibly the same issue as the masked man.

4 girl TAG 37% sleave

In conclusion if after a few more attempts and the issue is not solved, since it looks okay this side going to change some camera angles to hide the problem areas. Decided to take off the over skirt for now, going to focus on the main animation. The overlay skirt does nothing for the story it’s just aesthetics that would unnecessary take a large chunk of the animating time to re position each time.

3rd year part : Ncloth, rigging, constraints

This blog is mainly about Ncloth tests then a little about the rigging and constraints issues.

(Ignore the animation was testing out the Ncloth)

Had issues with the Ncloth when trying to reference the character. When I did fresh imports the Ncloth worked.  When tried to reference the character with Ncloth It didn’t work along with the hat shrinks it goes to the side of the neck for some odd reason. Tried taking off the Ncloth and reapplying the  Ncloth  In the actual animation scene, it didn’t work. Made sure to clear the nCache data from the original file before it is referenced in, didn’t work.  Went on Reddit in search of an answer.   Thought maybe is it just the masked man issue, tried the other characters with clothes, they all have the same issue.

At this stage decided to just have the characters have fresh import instead of having them referenced in the scene. Had to double check it was fine before importing it into the animated scene.

Sleeve rig and Ncloth test.

Realized the sleeve rig did not have the desired effect and would take too long to re-position it each time the character moves her hand. I could have changed the position of the root joint however it would still take time to animate the sleeve. Decided to unskin it and apply a ncloth to it. The ncloth allows the sleeve to move more naturally, cutting the time needed to animate it. Played around with the Ncloth properties for all the characters.

In conclusion: wasted time on rigging and blendshaping a sleeve for it  to only be replaced with Ncloth.

There will be no sitting animation just had it going from the T pose to sitting for the ncloth to settle.

Had tried making the seat a collider to the Nucleus, the dress would fly up.  The position of the arm caused the sleeve to come off, solve this issue by having the arm more away from the body. Took the collider off the seat, the dress as expected goes right through it.  Tired blend shaping the dress, for some reason the Ncloth makes it void. Thought maybe having it at the new shape would fix the issue, wrong. Played it In the timeline the dress would move and clip the body.

After wasting a day and a bit just over something that should be so simple as placing a character in a seating pose in the scene, decided at this stage just going to have to cover up the mess by placing the “other” character in front of the mother and have to  work the camera angles. This is going to be a big issue because there are sitting possess for the other characters at other stages of the animation. For those scenes might consider having the characters sit on a stool with no back.

Had issues with the black hands because   when I scaled the root controller the child controllers didn’t follow the rig.  Parented the child controllers to the root controllers then it made the orient constraints void. Had tried doing a manual parent for the child controllers

1 reddit when charcter refrenced


Had cloaking issues with some of the environments because they are too big. Unfortunately had to scale the environments at such a size because cant scale the character. If I were to scale the characters, it would affect the xgen.

In conclusion: going to use a large version when it’s all 3 main characters: the girl (that has hair) the mother (that has hair) and the masked man walk towards the circus. While having the scene where the  “Other” character ( no hair)  is humping the tent and zoom out from the place, going to use the original smaller mesh to avoid the cloaking issue.

Snabirtle rig test. Somewhat fixed most of the issues compared to the last post.
The main controller rotates full 360 with no glitch: it works
~Head rotation when keyed with no eyes popping out: solved.
~Tail: tail root condolers work, however further down the tail the controllers don’t follow the rig completely depending how much it’s being rotated.
~The legs:  ended up taking off the Iks off the toes and putting orients, there’s less of an issue but still issues with the legs since it got 2 knees.
~Shell: the shell follows the body now.
~The wings: they worked in both tests.
~The beak: they worked from the beginning. The character working as a reference: with this test snabirtle works as a referenced character, unlike the clothed characters.

In conclusion it’s just Ncloth with the referencing issue. Made sure the Xgen blendshapes still work as a reference., they do.

In conclusion: the major issues have been sorted, for now going to just have snabirtle referenced into the scene and start animating.  Since snabirtle is naked with no Ncloth can just swap out the versions if I correct more of the rig issues further down the line.

To fix the dress rig that failed to work In the last post.  Removed all the Iks on the dress, loaded up all the controllers from the waist, made the controllers as an orient. There seems to be issues if I rotate one controller too far without moving the surrounding controllers, as well as issues with the ring finger attribute. While moving some of the controllers for the dress the child controllers shifts off center from the rig.

In conclusion: for now, going to leave it for now and start animating with it.  The fingers aren’t too much of an issue because the only close up to the hands is the girl as the women holding the urn. Need to be careful how I animate the dress. Depending on the camera angles the audience might not even notice the dress movements since most of them are from a distance. Since the dress is rigged and not Nclocth going to reference the character. Worst case scenario I’ll fix the rig or controllers further down the line then swap out the file to a newer version.


almond, E. (2018). Why did they do it.

https://youtu.be/B-m7X1-T1hQ. (2018). awakening [ncs release].

tundra, J. (2018). Reflection pool.

YouTube. (2017). Xad - Birds (Vlog No Copyright Music). [online] Available at: https://youtu.be/POwYctPBJnU [Accessed 31 Feb. 2018].

YouTube. (2018). Clarx - H.A.Y [NCS Release]. [online] Available at: https://youtu.be/mj9KRKSvdbk [Accessed 1 Mar. 2018].

3rd year PART: issues Record of making

1 hand attributes

To remember what hand from what character had been done, took notes as I went along.

13 /Feb/ 2018

When I tried to create blendshapes for the girl character this error message kept showing up.

14 error

Followed by this message
12 erorr when blendhape


Person 1: could because there’s a duplicate of the mesh directly underneath another mesh.

Checked to make sure there was no mesh underneath by moving the mesh to one side by the controllers, nothing underneath. Tried to add blend shapes again when I pressed the button and moved the character by the controllers to one side realised there was a mesh underneath.  Pressed the” add blend shape” button again realised the same thing happened so moved the mesh to one side yet again. Made sure there wasn’t another mesh underneath deleted a row of faces, nothing underneath.  Pressed the button again while looking at the outliner realised pressing the blend shape button caused the mess to duplicate itself with each press.


Person 2: you should of done blendshapes before rigging, Obj it and start over.

Went through all the files to see when the corruption happened so I won’t have to redo the whole process. Found out file 54 works while file 55 out of file 156 is corrupted.

In conclusion: going to obj file 54 then use the rig in file 156.


Person 3:

You using file 54 imported into file 156 is not going to work they are in different positions with different rotate axis. You’ll have to redo the finger attributes if you do that.

Un skin the girl, FBX the girl then in a separate file FBX the dress. Delete the girl and dress in file 156, delete all history, reimport the 2 fbxs.

I did what was advised from person 3, the issue had been fixed with the character somehow still skinned, the attributes still work. Nothing needed to be redone using this route.

After creating the blendshapes and saving, it was stuck like this for an hour.

15 error

Ended up closing the program, it corrupted. Had to import the corrupted file into a new scene however it messed up all the naming conventions.


3rd year part : Ncloth and rigging

In this post I was mainly testing out the Ncloth at varies stages of the project.

The clothing didn’t follow the body at all.
Feedback: Try nCache  to check simulation each time to check  the simulations.

These was some of the other tests for the girls’ clothing. The 2 pieces of clothing keep colliding and won’t fall down when she turned upside down.

Feedback: you need to place a gravity constraint for the dress to go down.  Try making the poly count higher, the dress will eventually go down if you leave it there long enough.  There’s a lot of space from the dress and legs so it will take its time. Best to just have one clothing layer.  The 2 layers is not worth the hassle you can have the same effect with blend shapes.

In conclusion: at this stage going to just leave the Ncloth experiments till the girl is fully rigged, if I was  to have 2 layers for the skirt layer to be  blend shaped while the  bottom layer to be Ncloth.

In this was mainly testing out the Ncloth not the rig hence why most of the controllers are missing.

Ncloth test. Tried to have a connected section for the coat, it moved around too much. There was issues trying to have the button follow the clothing.  Made more tests once I created a basic rig for the character. Ryan had skin weighted it.  There’s twisting of the foot.  The clothing didn’t follow the body when set the playback at 24 frames but it played when I set it to “play every frame”.  Ended up just nCache it to play at normal s peed to see what it looked like. At first the nails stabbed through the coat, then the arm went right through the sleeve in the end. Managed to have the leg stop going right through the clothing.   For now going to put on more controller’s and blend shapes before playing around with the  Ncloth again.

Feedback: Try parenting the button to the cluster.

1 masked man ncloth

2 reddit masked man ncloth

3 youtube masked man ncloth

There seems to be a few issues for the button. For now the masked man will have no buttons. Going to need to play around with the fabric properties and   control what areas has the most influence.


The clothing kept exposing the breasts, at some stages the sleeve kept coming off the arm.  At 1:09 not sure why it causes the cloth on the neck to move like that. At least later on the clothing interacts with the leg without the leg going through it.

In conclusion:  Going to have to look up how to have part of the mesh to stay still, possibly enlarging some sections of the clothing so the body won’t clip with it.

Started off by blend shaping the curtain to go flat. There was distortion so decided to have 2 different curtain shapes. Blend shaped the red curtain so it will go into the shape of the purple curtain as well as can blend shape some of the subtle wind   movements. Test 4 is the test render of the test animation. In the actual animation going to have to edit the renders to be a brighter colour.  Noticed the purple curtains looking stiff so decided to give it a simple rig to have more control compared to the red curtain.   Need to paint the skin weight on the top   so it won’t be influenced as much from the other joints.

Test 9 is the subtle curtain movement I was going for to happen in the background,… if it was  playfully possessed.

Deleted the top half of the second layer of the dress. This will go on top of the main dress, rigged it. Deleted the sleeve off the girl since it was skin tight anyway and main the   sleeves from the writs a separate mesh with both a rig and blend shapes.  Since it’s a rig it has more control and less likely to go wrong compared to the Ncloth.

Tested out the rig for the Girl as a woman’s character. For this one unlike the other characters. The body and the dress is the same mesh. Since for the actual girls top layer skirt I rigged, constrained and placed Ik handels the same way, thought that would work for even with the longer dress. It didn’t, it really didn’t.

Not sure why one of the controllers keep spinning. Safe to say the Ik handles aren’t doing the rig any favours.  The first 6 seconds is all you need to see to see the problem with the dress. Rig. On the plus side the floor controller works.

In conclusion:   going to remove the Ik handles, the controllers at the bottom and load the main controllers from the hip with orient constraints every so often.

references for music:
to be updated.

3rd year part 40: record of making


Placed some Highlight on the mothers breasts to make it look more appealing.

Record of making video of Snabirtle.

5 snake shell

Had tried to make the shell for the turtle snake. It looked off putting, the actual snake looks off putting. For now going to move on to the bird that the masked man gets out the cupboard for the girl.

1 bird

Looked at reference pictures of birds. The shape didn’t make the character look cute and young at all.

4 snabirtle tag 12%

Decided to make the head look bigger. Made little hat shape as a turtle shell, left out the bottom of a shell that normally comes from a shell as well as a little tail. To see what it looks like. Looks like some rat creature. Made the eye socket on the large size since from research creatures with bigger heads and eye ratio the head contribute to its cute factor. Hopefully making it more appealing to the audience.  Young creatures tend to have a bigger head ratio, people tend to more drawn to baby animals then adult ones.

5 snabirtle tag 12%

Decided to remove its peak to see what it looked like, reminds me too much of the garlic fish mouth from last year so decided to put the beak back on.



9 triple tag on 1 head snabirtle title tag 55% 29%

Made the tail chunkier with a little diamond shape for the tail to make it resemble somewhat of a snake. Decided to call it “Snarbirtle” part snake, part bird, part turtle. From that point decided why waste time modelling the “snake bird” the snake looks hideous and its better to work on this creature then waste more time on multiple characters. Planning to replace the “snake bird” with Snabirtle and have the scene where the masked man gets the bird toy out the cupboard, to be a differently textured snabirtle.

Decided to make the guy pink since from research, some albino snakes have a pink hue, snakes at a lighter hue made it look less threating.  The third bird at the right corner is a Maya hardware 2.0 render.  Since it’s a faster render then Arnold, this Maya hardware 2.0 will be a good backup plan.

Feedback: the shell looks like a war hat not a turtle shell.

A couple of people have said a variant of the same thing in different occasions.

In conclusion:  for now going to leave it for now. If I have time I will go back and put a pattern on the shell to make it more recognisable as a turtle shell and not just a hat someone plopped on its back.


YouTube. (2015). JPB – High [NCS Release]. [online] Available at: https://www.youtube.com/watch?v=Tv6WImqSuxAKrys [Accessed 13 Jan. 2018].

YouTube. (2015). Krys Talk – Fly Away (JPB Remix) [NCS Release]. [online] Available at: https://www.youtube.com/watch?v=sIqx8ajdShU [Accessed 13 Jan. 2018].



3rd year part 38: Poorly done UVs

20- 22/12/2017

A second year in the games technology course had agreed to UV my items so I could focus on other items.

My partner UVed:
Judge mallet
zen garden
Popcorn plant

5 zen garden

Questioned why he had separate items that need difference textures Uved in the same square and why the seam is straight In the middle on the visible side on everything. For example, for the zen garden asked if he could Re UV long ways so the bottom is covered by the soil anyway. And for the baby rattle for the seam to be the same direction of the rattle.

His response: are you seriously questioning me, my UV skills are lot better than yours. How else am I supposed to UV, The way you want it is the wrong way.  (image 2) my way is the left, the way you want it on the bottom is the right,  Look at that distortion.

6 example diagram

Drew a diagram, Pointed out his way is the left, what I was trying to get to was the example on the right, he placed the seam too low and might as well do the one on the right since the sand will cover the seam. After the diagram, he redid them to match the example on the right black circle.

1 R uv rake

Checked through the UVS, he Has bad space management. There’s large empty spaces for items above is an example of the amount of space he had left.

2 s uv rake

I Had to separate several items, so they work as an item on its own (for example the ball and the handle of the baby rattle, the judge mallet and clog of wood as separate items) as well as scale everything to better fit the grid.

In conclusion: I had tried collaborating with someone, it took more time to covey the task. There seemed to be communication issues where it took time to communicate the same message in different ways. Communication skills need to be improved, through checks need to be done if hand off a role to someone else.

7 mallet R

While draft texturing the judge mallet. Noticed this terrible seam my partner placed. Decided to just Re- uv   it. (image’s above of his Uved version)

(Re- uved version, there’s stretching in some areas however it flowed more as one item)

In conclusion: going to check all the items he had Uved again or just Re uv it all myself.

Upon inspection, not only he had poor space management, on all items the seams he has placed are all in questionable places, realized he hasn’t even unfolded or optimized any of the uvs. Going to have to re UV all the items he has touched.

Upon questioning him why he UVed the way he did. Questioned why for the banana why the seam was straight down the visible side is and why the seam is not on the clear edge instead.

Ryan’s response: you ungrateful bitch, there’s nothing wrong with my UVS. You don’t need to unfold or optimise them. The way you’ve done them are wrong, there’s stretching. Look at my versions, there’s no stretching. A banana has no edge.

In conclusion:
there’s no point collaborating with someone that either doesn’t understand that the placement of the seams is extremely poor and can’t even do a simple mallet or banana, Or purposely did a poor job of it. Wasting half an hour explaining a   banana has  edges ( Later found out he did not purposely do  a poor job of it  since he had shown me his own models he Uved the exact same way. )
-Disliked his seam placements.
-Handing over a task to someone else doesn’t shorten the production time.
Decided to just Uv the rest and Re- uv the ones he had  touched.

3rd year part 36: 3D assets

29/ 11 / 2017
2 hand
Tried working the Hand again.
Feedback: you need to model from a real hand not a skeleton

1 Toffee apple

At first looked at an apple bottom and would imagine it’s just a stick through it. After looking at reference images of toffee apples realized its flat due to the apple being rested like that with the caramel  dripping down.

2 toffee apple TAG 3% and 7% jpg

Base modeled a toffee apple, most of the design will be in the texture hence the simplicity of the model. As well as it will only be shown a few seconds from a distance In the animation. Decided to model toffee apples as trees because thought why have real trees when the mother already going to have hair as a  shape of a cat, as well as  to further  link   the theme of the circus, Since toffee apples are widely associated as circus food.

1 popcorn plant TAG 5%

Modelling a popcorn plant is relevant to the project because popcorn is widely associated as circus food.

3rd year part 35: Shot list and schedule

After realizing my blunder of the original submitted shot list and schedule. Decided to redo them.

Ideally there would be no Tv paint section, decided to include that section as a backup if more experiments with the smoke simulations in Maya or after effects fail. Some of the things that’s had been placed in the after effects sections like the sky can easily be done in Maya as a rotating sky globe or placed in premier. If its placed in premiere it would be faster to swap out the background for something else.

If the experiments with smoke and water are successful in Maya or after effects that would just leave one issue.  The scene where the girl turns into dust that half way through turns into a bird then back to dust. Experiments need to be done either in Maya or after effects to avoid the need for a drawn frame by frame animated section in TV paint.

In conclusion: more experiments need to be done to be able to avoid the need for Tv paint.