3D Animation Evaluation and Batch Render

 

Evaluation

I am quite happy with with the outcome of my animation even though it isn’t completed it still has a decent amount of animation frames. I do think that the animation could have been finished and improved on however I do think if I continued it would have ruined my work as I was having issues that I could not resolve. the use of inverse kinematics is quite well used at the beginning of the of my animation and toward the end. I have used some very simple and even funny ways of my character moving.

The character animation was followed by the camera feature as he goes along the course, however, the feature was a bit exaggerated which created a quite funny camera movement which I actually like the look and style of. However, there is still work to be done on the animation as it not complete. I did find the use of Maya quite hard to use and struggled to make it complete to a professional standard.

overall I am happy with the animation as it was the best I could do within the limited time and experience I had with the software.

Sketches

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3D Animation Treatment

Character Traits 

Types of Character traits;

  • Religious
  • Honest
  • Loyal
  • Devoted
  • Loving
  • Kind
  • Sincere
  • Ambitious
  • Satisfied
  • Happy
  • Faithful
  • Patient
  • Determined
  • Persistent
  • Adventurous
  • Homebody
  • Considerate
  • Cooperative
  • Cheerful
  • Optimistic
  • Pessimistic
  • Funny

Bad character traits

  • Dishonest
  • Disloyal
  • Unkind
  • Mean
  • Rude
  • Disrespectful
  • Inpatient
  • Greedy
  • Angry
  • Pessimistic
  • Repugnant
  • Cruel
  • Unmerciful
  • Wicked
  • Obnoxious
  • Malicious
  • Grumpy
  • Quarrelsome
  • Caustic
  • Selfish
  • Unforgiving

Heroic Traits

  • Dauntless
  • Strong
  • Courageous
  • Reliable
  • Fearless
  • Daring
  • Tough
  • Brave

villainous Traits

  • Ugly
  • Evil
  • Cunning
  • Deceptive
  • Murderous
  • Psychotic

Treatment

Title: Obstacle Course

Medium: 3D Animation

Running time: 1 minute to 2 minute

Synopsis: The detective makes his way through an obstacle course that tests the physical and mental power and skill of detective. Testing is stamina, jumping, balance, agility, sneakiness and determination.

Target Audience: 12 and above fans of video games and 3D animation

Potential Distribution: Youtube

Concept art:

Screen Shot 2018-01-15 at 10.53.00.png

 

 

 

 

Adobe Fuse- 3D Chararter Creation

For this task, I was told to start creating a character that looked identical to myself. Adobe fuse allows users to select from some of many presets and allow me to create a somewhat figure that looks like me, however, I then began to edit the features of the face to make them look as my own facial features.

Screen Shot 2017-11-27 at 10.41.31

Next, I started working on the hair and facial hair and also my natural expression. As you can see in the image I was giving the model an angry but worried look at the same time. for the hair, i just choose the closest thing to ronin style haircut but could only find this edgy type of style which was good.

Screen Shot 2017-11-27 at 10.55.35

I then made sure to keep the skin colour all the same and change the colour of the eyes and hair to black and dark brown giving the figure some further development to look even more like my appearance.

Screen Shot 2018-01-15 at 10.54.42

Here’s my final with some clothes to give him a detective look.

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3D Animation Quick Rig

Quick Rig

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To Star of this task, we had to create a quick rig by using the quick function that was added to Maya more recently. This creates a rig skeleton really quickly and helps animator animate faster movements such as walking, running and jumping.

The quick rig allows you to manipulate where you want the figure to move or change positions for example if you want to make it have a unique type of action like dancing you can animate it by keyframing and manipulating the skeleton.

Screen Shot 2018-01-15 at 11.50.28

After applying the quick rig I then had to start keyframing the rig to have a walking animation using a walk cycle image(seen below) to have a somewhat realistic walk cycle animation. The animation was done using inverse kinematics as changing the place of one leg would also change part of the torso and also making changes to the figure as a whole.

Image result for 3d walk cycle maya

 

3D Animation Teqniques

Jack-Jack Attack

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Lighting 

Keylight is the starting point of lighting when creating the light in the scene focusing on the main area making it the brightest part of the composition such as the character or setting.

Next, they would use a blue light fill as the blue sky to give the whole scene a general lighting however still keeps the composition quite dark in most areas. then they would add some light bouncing off the light areas onto the darker areas create the final scene.

Lighting also reflects the mood of the character, for example, giving the scene a monochromatic look to present that the character is sad and unhappy. unlike when the scene would have more brighter and vibrant colours to create a much more happier mood.

All of these features help communicate a heighten the emotional impact of a scene.

Related imageRelated image

Software

  • Maya
  • Menv
  • prman (Renderman)
  • 2D package Shake

These are just some of the software they use to create an animation at Pixar

Layout and Key Animation

Layout helps plan the animation and set the scene to create an initial plan for the animation and where everything should be placed. For example the poses of characters, the timing of shots and position of objects. This allows the animator to manipulate every aspect of the character providing the physical acting for the scene according to the storyboard’s poses and guideline.

 

Surfacing, Set Dressing and Final Layout

Surfacing requires applying finished models that form particular objects and environments. The models are positioned to form the set and the surroundings which helps promote the purpose of a shot, leading the eye or allowing the character to interact with their surroundings

Simulation
When the characters’ bodies have been animated the motion of their hair and clothes are then added the motion is then based on the movement of the characters creating a simulation of their physics of fabric and hair. the simulation will also take into account gravity, weight, stretchiness and friction as well as collisions of each garment against itself and its surroundings, which then ensures that the hair and clothes will move according to goals of the shot that the director wants.
Jobs
  • Software engineer
  • UI Designer
  • Research Scientist
  • Editors
  • Artists
  • Lighting artists
  • Shade artists
  • Directors
  • Story artists
  • Technical Artists
  • Layout  artists
  • Storyboard artists

Maya Task – Lighting

https://support.solidangle.com/display/AFMUG/Introduction+to+Arnold+for+Maya

Light Sources

  • Ambient
  • Directional
  • Point
  • Spot
  • Area
  • Volume

Create > Lights > Select a type of light (More than one way to achieve this)

Basic light setup

Ambient

Brightens all parts of the scene uniformly

Useful for: Stimulating a combination of direct and indirect lighting.

Directional

Even illumination of a scene using parallel rays of light

Useful for: Extremely far away sources

Ex Sunlight

Point Light

Light radiates in all directions from a single point

Ideal for: Omni-directional sources

Ex Lightbulb

Spot

Creates a cone of light in one direction

Useful for beams of light.

Ex. Flashlight and lighthouses.

Area

2D rectangular light sources

Useful for: Windows, Ceiling Lights.

Longer render time.

Volume

Light fills a 3D shape (Sphere, cylinder etc)

Useful for: A visual representation of the extent of the light.

Three Point Lighting

KeyLight – The Main source illuminating the object

Secondary (Fill) Light – Highlights details of the object

Back Light – Distinguishes the object fro the background.

Attributes of light

Intensity – How much light emitted from the light source.

Fall-off/ decay – How much light diminishes away from the source light (Fall-off).

Cone angle – Width of the lights cone of influence – area outside cone not illuinated.

Penumbra Angle – Fall off at edge of cone angle – “more” gives a softer edge to the light cone

Drop-off – How much the light diminishes at the outer edges.

Colour – Set and RGB colour for the light – affects the colour of the scene.

Light controls

Aim from/ Aim at

Fall-Off Rate

Cone Radius

Penumbra/ Umbra Control

Non-Linear Fall-Off

All in One Control

Good ways to use lights

Look to photographs of good techniques

Think in terms of balance

Avoid the overly dramatic

Look at natural lighting

Avoid saturated lights

Shadow Effects

Hard Shadows – Default Shadow option Faster render time

Soft Shadows – Soft realistic edges.

Fall-Out – Acts like a colour gradient, the shadow becomes lighter at the top of the shadow.

Shading

Shading is a combination of the basic material of an object and any textures that are applied to it.

“Lambert 1” –

“Blinn” –

“Phong” –

Go to> Windows > Rendering > Editors > Hypershade

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Maya: Bouncing Ball

In this task, we started by drawing a few different types of bouncing balls and then we began to animate the bouncing ball on Maya.

Screen Shot 2017-10-16 at 10.57.47First I placed a sphere down and then I used the timeline at the bottom to set keyframes for when the ball would bounce and reach its high point and it bottom point and repeated this for about 90 frames which end with a basic ball going up and down. Also, i had to make sure that all the translate values were selected so that the shape would change evenly.

Screen Shot 2017-10-16 at 10.58.12Screen Shot 2017-10-16 at 10.58.02

Secondly the ball I had to make the ball bounce so I went on graph editor and began to manipulate the keyframes and make it look more natural. By pressing the button called break tangent on the keyframe created a shaper bounce for the ball and press in ‘shift w’ i can edit the roundness of the curves on the line which must stay round always.

Screen Shot 2017-10-16 at 10.58.50

Screen Shot 2017-10-16 at 11.08.49

In the graph editor, I then began to shorten the curves and how long they take to bounce creating a slow ending of the bouncing ball. The graph editor is the most important part of this task as it changes the animation from going up and down to it looking like the bouncing ball which will be the final outcome.

(1) Maya animation basics_ Bouncing Ball - YouTube

Lastly, we have to add the squash and stretch which is one of the basics of animation. by changing the scale of the shape on the top right menu we can make the ball look as if it actually bouncing which I then add the keyframes in when it about to hit it low point and when it about to bounce back up to its high point. This then has to be overlooked on the graph editor again just to double check the smoothness of the bounce.

Maya: Animation Keyframe

We made 3 different 3D shapes; cube, sphere and pyramid we spread them evenly and beginning animating the cube so that it would move at 24 frames forward. Secondly, we animated the sphere going to move forward at 48 frames and the pyramid going the same way at 72 frames. this demonstrates that the same movement at higher frames reduces the speed.

placing a keyframe by pressing s on the keyboard creates a red highlight around the translate box which indicates the direction the shape will be moving.

After this, I then move the cube to its next destination and placed another keyframe which will make the shape move and fill in the frames between the first keyframe and the second keyframe.

Then I had to move each shape so that it would not only move but rotate as well. I used the same keyframe technique with the only the difference being the keyframe would be translated on ‘translate x’ I did this for all of the shapes.

 

finally, I changed the colour of the shapes by going on the hypershade menu and used lambert preset option which allows me to change the colour of the shape even the transparency of the colour. I then did this for all the other shapes.

Shape_GivingColour.PNG

3D Related Jobs

List of some Jobs

  • 3D Animator
  • Interior Designer
  • Architect
  • Game Designer
  • Skulptor
  • 3D Digital artist
  • 3D Visual artist
  • 3D Engineering
  • Biological and scientific modeling-3D printing: prosthetics, human tissues

 

scene 4

Interior Designer

The 3D software is used such as sketch up, auto desk 3d max, Autodesk homestyler, Autodesk auto cad, Autodesk Revit. This allows for faster revision of work and changes within that work and client-designer communication which vital when trying to create the perfect home space for the client. Visual planning which allows the designer and the client see what should be the final outcome which helps save time and resources creating the customer’s satisfaction to be extremely high. recycling assets such old customers designs can also be very useful when encountering customers that don’t have their mind set on something and also for advertisement online or in leaflets and shops.

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