|
|

January 23, 2007
Felix Francis Noble

He's finally here and he's perfect.
Early on Tuesday the 16th of
January, after a relatively very short (but of course, painful) labour
for a first pregnancy, Felix Noble came into the world kicking and
screaming before going straight on for a feed (for three hours!).
It was such a surreal feeling
to be suddenly presented with this shiny blue-grey mass of small
person. I remember thinking "I know where you came from, but where the hell did you come from?"
It was such a weird feeling see him go from ultrasound images,
heartbeat sounds and some thuds in a stomach to cry into life and
become a real person.
I've been told that once you
see your baby that you immediately fall in love with them. I have to
say, this wasn't the case. Maybe because I was aware that it was
supposed to happen. I was too overwhelmed with everything that had
happened that night. At the end of it all, I was exhausted and was
looking forward to going home to sleep, but as I turned back to look at
Ellie and Felix after saying goodnight, it hit me. I was now a big part
of a family that I loved and felt a deep unity with. It was
suddenly a gut wrenching thing to have to leave them - even if it was
for only a few hours.
All I can think is how lucky
we are (which is pretty apt, as Felix means lucky as well as happy).
Lucky that he's turned out so perfectly, that the labour wasn't
ridiculously long, there were/are no medical problems with him or
Ellie, that he's a lovely and chilled out kind of guy and that over the
last three nights he's only woken up for a feed two times each night!
I was expecting to feel sleep deprived, but I feel fine. Is this how a
newborn is supposed to be? I was half expecting to be dealing with post
natal depression, stress, mess, and lack of sleep, but all I feel is
this crazy love in our house.
I can't say it often enough, I feel so fortunate for all that I have and I appreciate it so much.
|
|
January 14, 2007
Well, we're still waiting for that baby...
He's now 8 days late, but we
were told that 75% of first births are late, so I guess it shouldn't
really be too much of a surprise.
So it means that I had some time that I didn't expect to have to work
on putting some of the finishing touches to the rig - well the script
really.
I think I've finally put in
all of the things that I wanted to do to the rig. The outstanding
things were making the script not name dependant and being able to
adjust the number of fingers.
This I think, is what I want
the rig to be. I don't have any more things I want to really add
to it. So barring any major bugs that anyone finds, I think this
will be the last version of the rig I will make. It's been almost
6 years of developing it now and that's a very long time.
Luckily, I'm very happy with the final result.
I've learned an incredible amount about rigging and scripting in the
time I've developed it. It started as me being an animator just
trying to work out how to make my job easier and has developed into
something I can be proud to be remembered by.
I think I've taken comfort
out of the fact that I am actually creating something, as opposed to
our regular rampant consuming of things; and this thing I've created
actually helps other people to create things. It's been really
satisfying to see a great piece of animation and get an e-mail telling
me that that artist had a great time animating it because of my rig.
My hope is that it becomes so
widely used that it becomes the standard in max and is the first thing
people think of when they want to animate a bipedal character in 3ds
max (perhaps I should send an e-mail to Autodesk, to see if they want
to bundle it into future versions of max...).
I don't think it has fully
sunk in that this chapter in my life could now be over. I've been
working on it for so long that I'm not sure what I'll be doing with my
spare time in future. Perhaps I'll actually do some animation, but I think I'll be spending a lot of it just enjoying what it's like to be a dad.
That is if that frickin' kid ever arrives!
|
December 18, 2006
Wow, what a year.
In the time since I last
updated this rambling little rant, I bought a house, got a big
promotion to animation supervisor on a fully animated TV series and
most importantly - in about three weeks, I hope to become a dad for the
first time.
As part of my preparation for
impending fatherhood, I need to clear out one of the biggest things
that will distract me from being a good father - the rig. I've been
working during any spare time I could find here and there to make sure
it's ready for its major update before the boy's born (we found out
it's a boy by the way). There are a couple of things I would like to
add to it (the ability to change the number of fingers being the main
one), but all in all I think it's ready to release; and what a release
for me it will be.
I found that as I was
scrambling to get it done before the baby's due date, I was making a
lot of the other things I was supposed to be doing a lesser priority -
namely, taking care of my partner in her time of need during the
pregnancy. Generally I think I was there for her, but the rig became a
big obstacle in preventing me from being as supportive as I could and
should have been.
In the end, I began to see the
rig as more of a burden, something that was getting in the way of my
relationship, but something that I had to complete. I take lots of
pleasure working on it (in some weird, masochistic kind of way), but at
the same time, I'm glad to not have to work on it any more ...well, for
quite a while at least.
This update to the rig was a
lot more work than I anticipated and I contemplated for a long time as
to whether the time I have put into this rig deserves some financial
compensation. Basically, I was VERY close to making this rig (well, the
resizing script actually) not free to download. A lot of people said I
should be charging money for it - and they're probably right. I guess
the fact that this rig has made a lot of people happy and aids in their
creativity is a good enough reward for me.
...it just won't me help pay my mortgage!
It's been a big transition
year into becoming an adult. As of a couple of weeks ago, I turned 33
and now I stare down a shortening road towards 40 with a whole new set
of challenges in my life to come.
...however, being an animator means that I have the duty to remain a kid at heart. Huzzah!
|
February 1, 2006
Yep, you guessed it, I've
updated the rig again. The squishing of bugs is laborious, but it's a
hell of a lot better than having a crappy rig out there with my name on
it.
Even though I'm back home, the
stop-start life of a freelancer is no different here than over there.
Well, I guess the difference is that unlike London, and in Melbourne
particularly, there are a lot less visual effects houses here that I
can peddle my wares to.
It's funny, when you finish a
job with no new job in sight, the time you have off is scary as you
stare into the abyss of unemployment. However, when you get the call
that you're wanted on a job, the time you have off now becomes this
small, precious nugget of time that you know other artists would just
love to have.
...that doesn't mean of course I've been wasting the time I've had off work. The rig keeps me PLENTY busy.
|
January 22, 2006
...and I'm home again.
After my 3 year London odyssey
I have returned to the - undeniably, unbelievably hot - shores of
Australia. I shall say no more than: today it was 43 degrees. Celsius.
It's good to be home though.
I'm trying to move onto the next stage of my life. You know, that stuff
you're supposed to be doing after you turn 30 (which was two years ago
by the way). Buying a house, getting married, raising a family. Ugh.
It's such a cliché, but at the same time, I think I'm kinda
ready for it...
Japan was wonderful yet again
(that was my 4th trip there - the stays are never long enough). Food is
great, people incredibly friendly and (in Kyoto especially) it's almost
impossible not to take a good photo, it's that beautiful.
Yep, you guessed it, I've added a new version of my favourite waste of "time that could be spent animating": the skeleton rig!
This new version is made to take advantage of some of the new features
of 3dsmax 8. The best bit about it though is that it's now super quick
to work with.
|
|
August 18, 2005
Updated the site for probably the last time before I leave for home.
Added a commercial I worked on
a little while ago. It's for... beef and lamb, as advertised by an
animated Ian "Beefy" Botham and Alan "Lamby" Lamb. However, the voices
of the characters are actually them (if you don't know cricket you've
probably got no idea what I'm talking about).
I've uploaded a new version of
the skeleton rig. This time it's more of a... shall we say, core
rewrite (as this seems to be the rant du jour on cgtalk about the
recent announcement of 3dsmax 8) rather than a bug fixing exercise. I
just tried to make it a little quicker to work with - although I'm sure
that once max 8 comes out, the current delay in manipulating the rig
shall be but a memory.
|
July 18, 2005
As part of the process of
moving back to Australia, I'm moving the website to a new server. Say
hello to www.bradnoble.net (I JUST missed out on bradnoble.com dammit).
To celebrate the move, I've
finally uploaded the Captain Scarlet animation I did (almost two years
ago!) and updated the rig yet again (every time I upload it I feel
confident I've fixed everything and then someone at work will come
across some annoying little bug that was created when I was thinking I
was being clever).
|
July 4, 2005
Guess what, there were a
couple of tiny oversights with the rig - believe me, they really were
small! Well, they're now fixed. I'll never say "bug-free" ever again
(oops, just did).
I've uploaded a script that
will resize dummy cubes to sizes that can take them out the category of
cubes and into the realm of... boxes!
I'm going home! Yes, after two
and a half years in London I'll be heading back to Melbourne, Australia
in October. It's a bittersweet feeling. I'm quite homesick for the
clean air, good life, good weather, family, friends, etc. but I'm also
not looking forward to saying goodbye to the friends I have here, the
amazing amount of stuff that goes on, the ability to easily see Europe,
walking down the street and hearing half a dozen different languages,
etc.
Though I definitely won't miss the weather and the general filth!
|
May 13, 2005
Skeleton rig 1.6 is now up! It's not quite the feature packed update 1.5 was but it does iron out a lot of issues and I think
that it is now bug free (I'm always setting myself up for a fall when I
say dumb things like that). Now to get onto my marketing department to
let it be known in the community.
Yeah, still keeping myself busy. I'm off to Morocco next
week for 9 days, very excited about that. After taking literally
hundreds of photos on my last trip of only 6 days in Bavaria I don't
know how my photo albums are going to handle Morocco too.
|
March 3, 2005
Someone found a wee bug in the resizing
script. Have fixed it and uploaded it. I hope people read this to get
the update. Well, I'll put the word out on the forums and hopefully
that should cover most interested parties...
|
February 27, 2005
Hey? Did I say I'd keep my promise? That's
right. Skeleton rig v1.5 for 3dsmax 7 AND skeleton rig v1.25 for 3dsmax
6 are now available!
|
February 26, 2005
The next (and most probably final) version of the skeleton rig is almost ready!
I know, without it actually on your hard drive, a fat lot of good that
does you. I'll have it available very soon, I promise. And this time
I'll actually keep it - unlike that version 1.25 promise I made a few
months ago. Don't worry, it'll be worth the wait.
I got an e-mail from someone saying that
they had a slight problem resizing the legs of the r6 version. Well lo
and behold he was right and there is a pretty major problem with the
resizing script for the r6 version (the r7 version is fine as far as
I'm aware). Sorry about that folks. I'll see if I can fix it quickly.
There will also be some new animation up soon too.
|
January 23, 2005
This is just a heads up (am I seriously
using the term "heads up" here? Maybe I should chuck in a "FYI" while
I'm at it!) on why the site's been quiet for a while. I'm busy at work
at the moment and although I have not updated the site, that doesn't
mean the ol' skeleton rig hasn't been touched. Far from it. The rig is
being used in its first full production role (three concurrent TV
commercials) and I must say, it's been passing the test with flying
colours. However, there have been some improvements made to it along
the way as it's been exposed to other animators and the way they work.
Anyway, a new version is coming and it'll add quite a few features that
will make it even easier to use.
By the way, happy new year everyone. I
spent my NYE in Antwerp. In case you're wondering, it's the second
biggest city in Belgium and is a great place to visit. MUCH less
tourist oriented than the other European cities I've seen but still
very beautiful (especially of you like art nouveau) and full of
incredibly friendly people (probably because of the lack of tourists).
Finally, just have to say, saw Napoleon
Dynamite the other day and loved it loved it loved it. I guess it's
just my kind of film (ie. basically where nerds are cool!).
|
November 26, 2004
Long time no update.
Uploaded version 1.2 of the skeleton rig. Small fixes, little additions, you know. Still crashes on exit though! Grrrr!
I've put up a 3dsmax 6 version of the rig
as well as a dedicated 3dsmax 7 version. All future updates (version
1.25 will be available in a few weeks) will be made only for 3dsmax 7.
On a side note, I'm on to 3dsmax7 now and
it's a cracker of a release. It seems to have been made with riggers in
mind (I thought I was supposed to be an animator! Hmmm... must remedy
that with some actual animation).
Next week I'm back home to Melbourne for
only two weeks to soak up as much sun and Australian lovin' as possible
to last me through these ridiculous London winters.
|
October 19, 2004
I've uploaded the
Thunderbirds title sequence I worked on earlier in the year.
Che-che-che-che-check check it out!
|
October 18, 2004
It's about time for an update
here. I uploaded version 1.1 of the skeleton rig, addressing a few
(fortunately small) problems people were having with it and a few
things I had noticed myself.
Secondly, I've uploaded
Watermelon Love to the animation section. It's a short film by Joji
Koyama where I was working mainly as effects animator. It's a great
little film containing the timeless themes of seduction, watermelons
and excessive packaging.
Finally, I just have to say,
2000 hits in the first week! I'm rather overwhelmed by the good
responses I've had for the rig, the site and the animation. Thanks.
|
October 2, 2004
Wow. After putting the word
out on a few CG forums, I've managed to get over 300 hits in my first
couple of days. Finding it a little hard to believe, but thanks to
everyone who has had a look at the site. My guess is that everyone's
come for the rig but I hope they like the other stuff too.
|
|
September 30, 2004
After having a bit of a
problem registering www.brad-noble.com (on the account of me being a
hasty dufus!), I found my brain and fixed the problem.
www.brad-noble.com is now online!
|
|
September 23, 2004
IT'S DONE! The rigging section
is complete (and looking pretty snazzy in my opinion. Did I just say
"snazzy"? ...oh dear) and that makes the website complete! Have fun.
|
|
September 21, 2004
Animation section is done, as
is the scripts section! Only the rigging section to go. That one will
require some work before it's 100% ready...
|
|
September 20, 2004
Inserting animation today, as usual, it's tougher than I first thought. It's still exciting when it works though...
|
|
September 18, 2004
Experimenting with frames... pretty tough!
OK, everything I read about making a website with frames gives me this
big message telling me not to use them, so for simplicity's sake I
won't.
|
|
September 16, 2004
Thanks to my girlfriend's
suggestion of turning the capital I in Index.html to a small i, I now
have the page turn up by default. Hooray!
|
|
September 15, 2004
Today, I've started getting my website
online. It's basically (in maybe the most basic way possible) a test to
see if this works. No links working (yet), just pictures.
Needless to say, making links work is next on my to do list.
...
OK, I've got links working, now I just need a way to get the home page
to come up when you go to the address. At the moment, it goes to a
crappy directory structure where you have to click on index.html to get
here. Not good enough (yet).
|
|