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Dec 06
by Dave in Brazilian Jiu Jitsu 0 comments tags: BJJ, black belt, Brazilian Jiu Jitsu, dogma, jiu jitsu, mma, practice, purple belt, technique, Training, UFC

Why do YOU train?

I train because Jiu Jitsu is part of my life. I train because Jiu Jitsu is more than Jiu Jitsu. I train because of the comradery Jiu Jitsu provides. I train because it helps me relax. I train because I’m forced to be present. I train because I’ve learned humility through Jiu Jitsu. I train because it isn’t easy. I train because the complexity of Jiu Jitsu is so vast I will never get bored. I train because Jiu Jitsu is my catharsis for a rough day. I train Jiu Jitsu because I’ve learned to be comfortable in uncomfortable situations. I train because the confidence and calmness I learn on the mats, I take with me into everyday life. I train because Jiu Jitsu is free of dogma. I’ll stop at dogma-free for now. Next May 2017 will mark my 10 year anniversary in training Brazilian Jiu Jitsu.  Prior to that, I dabbled very briefly in Kickboxing but I would have never considered myself a martial artist.  Up until May 2007. What attracted me to Jiu Jitsu was it’s complexity, it’s grace, the control, the dynamic, the amount of technique, and it’s fun! But what the Gentle Art is also […]
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Jul 07
by Dave in CG 0 comments tags: 3d, animation, cg, Disney, keyframe, practice, reference, Tangled

Mike vs the Zombies – Tangled reference animation test

Been ages since I’ve done any keyframe animation. Brushing out the cob webs – using a scene from Tangled as reference for some animation practice. Start to finish this was about a 1 1/2 weeks of full time work broken up over 2 months while I was at my day job. Used the Mike free rig on CreativeCrash and the free Maya World Zombination Character Rig by Proletariat Inc.. Looking at reference is something animators have been doing since the 9 Old Men days – Disney’s Snow White is a perfect example.  What I do in the performance capture world is no different.  We look at reference footage of what the actor did, and make our timing and pose adjustments accordingly.   Keeping close eye on arcs, pops, etc – no different than adjusting your base layer animation. For this keyframe example, I took the Tangled reference and got my key poses down first.  Adjusted keys in the graph editor for timing, then did all the in between fixes so I got cleaner arcs.  This isn’t perfect, but for not doing any pure keyframe in several years it’s not too bad.
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