Thursday, 8 August 2013
Friday, 8 February 2013
Dvd Front Cover Design
I have designed the dvd cover in Adobe Photoshop. I used Bring the Noise font for the name of the animation which suggests the angry wasp. The sign "greater than" means that the wasp is stronger than the bear.
Design For a Printable DVD
I have designed both of them in Photoshop, using screen shots of my and Shane's animations.
Monday, 4 February 2013
Conclusion
This project introduces to me the theory and use of 3D animation software. I have learnt some useful animation techniques in Autodesk 3ds Max. One of them is using Dummy Helper in combination with Select and Link tool. Morpher modifier helped me to animate face expressions of the wasp as well as motion of the leg. I, also, have learnt how to use Bone tool in combination with Skin modifier which is an appropriate technique for body animation. Soft selection helped me to model almost the whole figure of the wasp except the head. Soft Selection is a useful 3D modelling technique which selects all the subobjects, surrounding the current selection and applies transformations to them. I modelled the head of the wasp, using my sketch. I have never used such method in 3D modelling. The theory helped me to understand the technical language used by animators, as well as different rendering techniques which are very important for one animation.
Tuesday, 29 January 2013
Rendering Technique in My Animations
I incorporated Mental Ray rendering technique, in Autodesk 3ds Max, instead of Scanline because it produce more precise results for reflections and refractions. It is time consuming rendering technique but the most appropriate for animations. Scanline is more suitable for gaming where rendering speed is required for interactive graphics which have to be rendered in "real-time" and unpredictably, depending on user actions.
Animation
Process of the Third Scene
This is the animation of the
third scene. It incorporates one camera which zooms out. The wasp has its own
path which defines its flight directly to the camera. The scene incorporates
three omni lights to precisely illuminate the close up of the wasp’s face. The
scene, also, incorporates wasp’s head animation along with the leg animation. I
used Morpher modifier to animate the leg. I created additional Dummy for the
face to move it up and down. Select and Link tool helped me to connect all of
the head elements to the Dummy. Thus, the Dummy controls the whole head. It is 3 seconds long and consists of 91 frames.
Animation
process of the second scene
This scene incorporates one
camera which makes a close up of wasp’s face in order to present its anger.
There are two omni lights to illuminate the scene. I animated face expression
of the wasp, using Morpher modifier. There are three animated face features:
eyelids, nostrils and antennae. It is 10 seconds long and consists of 250
frames.
Morpher Modifier
Computer
graphics pipeline
Computer graphics pipeline
is the process that goes from an idea to the fully realised 3D model. This
process incorporates six phases: pre-production, 3D modelling, shading and
texturing, lighting, animation and rendering and post-production.
Pre-production phase includes all of the sketches, paintings, colour palette
and details of the 3D model. When the model concept is ready, a 3D modeller
translates a 2D drawing into 3D model. There are two major techniques for
modellers: polygonal modelling and digital sculpting. Polygonal modelling is
suited for architectural modelling, while digital sculpting for organic
modelling. The next step in the pipeline is the shading and texturing phase
where colours, materials and textures are added to the 3D model. In the
lighting phase, digital light is added to the 3D scene to illuminate models. Then,
animators have to bring to life 3D characters and environment. There are two
animation techniques: Rigged for Motion and Pose-to-Pose. The first technique
incorporates virtual skeleton which controls the motion of the model. The
second one incorporates a set of key-frames with different poses of the model
which will create the illusion of motion. The final phase incorporates
finalising shadows, adjusting colours, brightness or contrast as well as
integrating special effects to the scene.
Two
Examples of Existing 3D Films
A Bug’s
Life
A Bug’s Life is 3D
computer-animated comedy-adventure film produced by Pixar Animation Studios,
directed by John Lasseter. The story is about an ant Flick who is looking for strong
warriors to save his colony from greedy grasshoppers. This 3D animation is
based on Aesop’s fable ‘The Ant and the Grasshopper’ and released to the cinema
in 1998. The ants were redesigned by Pixar to be more appealing.
All of the phases in the pipeline
were followed by the Pixar team members. The film concept was changed several
times to be more original than previous approaches. There were some challenges
during the animation phase because of the models’ complexity. In order to
present the world of the insects’ perspective, there was done primary and
secondary research. It was created a miniature video camera on Lego wheels
which could roll through different terrains such grass and explore insects’
world. The secondary research incorporates watching a French documentary
Microcosmos
which explores insects’ life. In order to present characters of the story more
likable, designers gave away from natural realism. Six legs of the ant were
replaced by two legs and two arms. The grasshopper gained a pair of extra appendages.
Some of the shots of the animation included crowds of 400 or 800 ants. It is impractical
for animators to control individually each ant. This problem was solved with
animating 4 groups of ants with 8 individuals in each group. Then, each of
these ants was randomly distributed to scene. The software helped each ant to
gain different characteristics such as its own colour of the clothes, skin or
different weight. Thus, all of the ants differ from each other. It was used for
the first time in Pixar subsurface scattering, which is a mechanism of light. This
is necessary for realistic rendering of materials. There was, also, a voice
casting where most of the television stars were chosen to play characters of
the story. It was created an original soundtrack album labeled as A Bug’s Life:
An Original Walt Disney Records Soundtrack. The album contains twenty songs
written and composed by Randy Newman. The target audience is both children and
adults. Children enjoy watching creatively designed characters as well as the
adventure of the animation. Adults appreciate the skillful animation along with
its humor.
Monsters,
Inc.
Monsters, Inc. is a 3D
computer-animated comedy-adventure film produced by Pixar Animation Studios. The
story is about two monsters, James P. Sullivan known as Sully and one-eyed
Mike Mazowski, who work for a company named Monsters. Monsters generate their
city's power by scaring children, but they are terribly afraid themselves of
being contaminated by children, so when one enters Monstropolis, Sulley finds
his world disrupted.
Production process of this
animation encompasses five years from 1996 to 2001. During those five years, it
passed through many changes and challenges. All of the phases in the pipeline
were followed by the Pixar members. Peter Docter’s initial concept of the film passed
through many changes. His initial idea revolved around a 30 year old man
dealing with monsters which represent his fears. When the man conquers his
fears, the monsters disappear. Then, Docter developed a story about a child and
a monster. The monster Sulley works in a company which purpose is to scare
children. Later, the story includes the monster Mazowski. The child varied in
age and gender. When the script was ready along with the character design, 3D
modellers and animators start working on the film. Each main character had its
own lead animator. Sulley’s leading animator John Kahrs enabled his character
to move fast in spite of its heaviness. This Sulley’s characteristic made him
more attractive for the audience. John Karh was helped with his animation of
the big monster. Rodger Kram, an expert at Berkeley, came to lecture on the
subject about heavy mammals. There was a problem with rendering the fur of
Sulley as it required realistic appearance. Another challenges were related to
efficient rendering of a huge number of hairs, 2 320 413 on Sulley as well as making
sure that the hairs cast shadows on other hairs. Because of the extreme motion
of Sulley, its fur stretched and intersected with other objects. All of these
problems were solved with the creation of simulation software called Fitz. The
program allowed the fur to react in a natural way during Sulley’s movements and
wind. It, also, took into consideration gravity effects. To solve the problem
cloth-to-cloth intersection, Pixar scientist Michael Kass developed an
algorithm known as “global intersection analysis”. There was held voices
casting where were chosen famous comedians to play the characters. One of the
was John Goodman co-star of the comedy series Roseanne and a regular in the
films of the Coen brothers. The target audience is both children and adults.
Children enjoy watching creatively designed characters as well as the adventure
of the animation. Adults appreciate the skillful animation along with its
humor.
Saturday, 26 January 2013
Animation
Process of the First Scene
Firstly, I created two Dummy
helpers which I attached to the wasp. The inner one determines the noise of the
character. The outer one is attached to the path of the wasp created with the Line
tool. I applied two Omni lights to the scene. Also, I created a path for the
target camera. The body of the character softly sways because of the Flex
modifier applied to it. I created wings’ movement creating three key frames on the timeline.
Then, the curve editor helps me to repeat continuously this single action along
the whole timeline. Using a flat 2D image of the field and Material editor, I created
the illusion of a 3D environment. I set the environment option instead of the
texture and Spherical Environment. I justified offset properties and mirror
checkbox. The image below shows the exact changes which I applied to the 2D
background. It is 7 second slong and consists of 167 frames.
Material Editor
Friday, 25 January 2013
Principles
and Conventions in 3D for Film and Game Design
3D animation is the process
involving creation of moving 3D computer-generated imagery (CGI). 3D animators
are responsible for the description of behavior and movement. It is most often
applied to give life of characters such as human beings or creatures. 3D animations
could also be applied to elements such as objects, environments, scenery and
vegetation. Depending on the technology, 3D animators make best use of it in
order to create the animation in an efficient way. They, also, maximize the
opportunities for interactivity for a particular platform.
There are different
3D software such as Autodesk 3ds Max, Maya, AutoCAD, Cinema 4D and
Softimage. Autodesk 3ds Max software is
used by game developers, visual effects artists, and motion graphics artists
along with other professionals working in the media design industry. AutoCAD is
used by architects, designers, engineers and project managers in building and
manufacturing industries. Maya software is used especially in film, television
and game industries. Cinema 4D software is suitable for professionals. It is
used in the fields such as films, television, architecture, which requires
professional results. In comparison to Maya, it is faster and more power.
Softimage software is predominantly used in film, TV and game industries with
high 3d and visual effects performance. File formats of the software are
accordingly .3ds, .mb, .dxf, .c4d and .obj.
3D models of objects are
created in three-dimensional space through specialised software. Polygonal
modelling is an approach for creating 3D objects by representing their
surfaces, using polygons. A polygon mesh incorporates vertices, edges and faces
which represent solid objects. Vertex is the basic object used in mesh. Two
vertices connected by a straight line form an edge. Three vertices connected to each other by
three straight lines form a basic polygon or face. More complex polygons
consist of four and more vertices and edges. Triangles and four sided polygons
are the most common polygons used in polygonal modelling. A group of polygons connected
to each other form a mesh. Surfaces or smoothing groups are the group of
polygons in polygon mesh which create a smooth surface.
Three-dimensional space
consists of three coordinate axes, which are commonly labeled as x, y and z.
They are, also, perpendicular to each other. Every point in three-dimensional space
is described by the coordinates x, y and z. Two-dimensional space consists only
from the coordinates x and y. It does not have the z coordinate which represents
the depth of the object.
There are several ways of
creating a mesh such as box modelling, extrusion modelling, spline modelling
and common primitives. Box modelling is a technique in 3D modelling where a
primitive shape is modified in order to be created the final object. This
technique is utilised in combination with extrude and subdivide functions. Extrude
function create a new primitive from the face of a model with the same shape
and size of that face. Subdivide function creates more vertices on a model.
Therefore, it is split into more face and can be easily modified. Extrusion
modelling is a technique where a 3D modeller creates a 2D shape, commonly
created with the line tool, which traces outline of a drawing. Then, the 2D
shape is extruded into 3D shape. This process applies to all of the sides of
the drawing. Spline modelling is a technique where you use splines with various
functions such as lofting and lathing. Splines can be easily created and
manipulated due to its curve design. These functions convert a spline into a 3D
shape. Primitives are predefined polygonal meshes created by the 3D software. They
can be easily created by the modeller and be a starting point of the modelling
process.
Wireframe is a method in 3D
computer graphics which present a mesh with its characteristics such as vertices
and edges. There are a great number of reasons to use this method. Firstly, it
reduces rendering time. Eventually, if you want to achieve fully detailed model,
you have to switch to a solid mode of it. Also, it is very useful method when
you present a few concept ideas. Therefore, you will safe your time not to
design fully composed 3D models. Wireframe allows seeing through the object and
easier to modify it. It is, also, useful when you want to reduce the number of
polygons of the object in order to simplify it and reduce rendering time.
OpenGL is a cross-language
and multi-platform application programming interface (API) for rendering 2D and
3D images. It incorporates a great number of functions which implement
processes such as rendering, texture mapping and visual effects. The
PlayStation 3 game console has an OpenGL implementation. OpenGL’s competitor,
Direct3D is an API available for Microsoft Windows operating systems. Also, it
can be implemented on other platforms using an open source software Wine.
Direct3D is used for rendering 3D graphics. It has embedded versions used in
the Xbox family of video game consoles.
Computer graphics pipeline
is the process that goes from an idea to the fully realised 3D model. This
process incorporates six phases: pre-production, 3D modelling, shading and
texturing, lighting, animation and rendering and post-production. Pre-production
phase includes all of the sketches, paintings, colour palette and details of
the 3D model. When the model concept is ready, a 3D modeller translates a 2D
drawing into 3D model. There are two major techniques for modellers: polygonal
modelling and digital sculpting. Polygonal modelling is suited for architectural
modelling, while digital sculpting for organic modelling. The next step in the
pipeline is the shading and texturing phase where colours, materials and
textures are added to the 3D model. In the lighting phase, digital light is
added to the 3D scene to illuminate models. Then, animators have to bring to
life 3D characters and environment. There are two animation techniques: Rigged
for Motion and Pose-to-Pose. The first technique incorporates virtual skeleton
which controls the motion of the model. The second one incorporates a set of
key-frames with different poses of the model which will create the illusion of
motion. The final phase incorporates finalising shadows, adjusting colours,
brightness or contrast as well as integrating special effects to the scene.
A rendering process is
performed by 3D software package’s render engines. It translates a mathematical
representation of a 3D object to a 2D image. The colours of the image are
determined by the lighting, spatial and textural information of the scene.
There are two major types of rendering: Real-time rendering and Pre-rendering.
Real-time rendering is suitable for interactive graphics and gaming where
visualisation of 3D models is unpredictable. Its speed of computing a 3D object
or environment in “real-time” is rapidly fast. Pre-rendering is most frequently
seen in animations and visual effects where the speed is not so important. It
can achieve a high level of photorealism and visual complexity.
There are three rendering
techniques: Scanline, Raytracing and Radiosity. Scanline technique produce a
very fast rendering which is a best choice for real-time rendering. It renders
polygon by polygon instead of pixel by pixel. Raytracing is slower than Scanline,
but produce an image with higher photorealism. It is based on pixel by pixel
rendering. Radiosity is a surface oriented rendering technique. It is known
with soft shadow, colour bleeding and subtle lighting effects.
There are two most common
rendering engines: Mental Ray and V-Ray. Mental Ray is packaged with Autodesk
Maya. It uses combination of both radiosity and raytracing rendering
techniques. It is characterised with its relatively fast speed and producing scattering
light on a surface. V-Ray is packaged with Autodesk 3ds Max. It is suitable for
architectural and environment rendering.
Level of detail is reducing complexity
of the object and increasing efficiency of rendering process. The change of the
model is unnoticeable and can be hidden by the motion of the object.
Friday, 11 January 2013
Storyboard
This is a storyboard of a 3D animation which incorporates my 3D character wasp. The animation will be part of an advertising campaign where it will be split up in to three animations. Each scene will be animated from a different angle.
My wasp represents an angry wasp. Firstly, it will appear closer and closer to the camera. Then, it will make an angry face and hit the screen. These three actions will be divide into three scenes which will be part of another three scenes where the main character will be a bear.
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