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Check it out!  Let’s get T-Shirts!!!



Hey El and Kevin.  I’ve been trying to fix the flickering glass problem, and may have actually gotten rid of most or all of it.  I didn’t want to mess with the aliasing settings to increase render time, so I just did a lot of experimenting with the texture itself and the actual model of the column.  Here is what I’ve landed on.  I’ll render some of the other scenes that have a moving camera using the new settings to see if the fix works on them to.




I got curious and looks like it happens again.  Same background, different Emily though between what we had in the old render and the new clips.  Nothing should have changed between the two from then and now, just the interface.

I looked at the old and the new postings, and what changes in size is actually emily.  It’s still all the same camera view.  Here is the comparison:


In our old vid, Emily seems to be in proper proportion to the pillar and the rest of the clips.  In the new interface shot, the back ground is the same still, but Emily has decided to have more Mcdonald’s, and doesn’t fit.  So she either got resized somehow, maybe scaled up some by accident or something? cause the background hasn’t changed from then till now.

I’ve posted up the original video we had since I realized it wasn’t up here.  I also want to use it as a reference for the face frame part that Kevin is working on.

Kevin: I think you have a good start, but it needs to be pushed further.  Right now, nothing develops between the first time the animation appears on his face and the end of it, so the audience doesn’t get a sense of progression, or that this action is measuring…working to do something, rather then just appearing.  In our original video, although a simple grid, the grid starts out broad, then zeros in on the section of his face where his eyes are, all in the 2-4 second range we have to work with.  My line of thinking was anyone could be standing up to this machine, so how does it pinpoint the facial information it needs when all faces are different- hence, the first outlining grid going over the full face, then from there it can begin to focus in on his eyes.

So in terms of the animation, think:

-general mapping to honing in on the eye

-visual progression and development over the few seconds (adds to the cool factor as well)

-ways to make it looks less flat


Apologize for being MIA been a real busy past several weeks for me and this is the first weekend I’ve actually had time to work on this.

So far I have only been able to work on the face scan and will start to work on the eye animation. The color for the face scan can be changed/tweaked once we have the look and feel of the interface so that it can match.

btw the store looks great Michael.