Tuesday, 26 May 2015

written piece

 12 Principles of animation-

  1. Squash and stretch- When an object or character squashes and stretches to maintain mass/volume. Although the can be used for a comical effect if exaggerated.
  2. Anticipation- Preparation for an action that the audience understands for example someone jumping would need to crouch before the jump, this is anticipation.
  3. Staging- directing an audience’s attention to a certain object or character.
  4. Straight ahead action and pose to pose- This is two different way of drawing/producing animations. Straight ahead action is when the animator drawing frame by frame in time order. Pose to pose is when main action is drawn first and then the animator goes back and fills in the gaps.
  5. Follow through and overlapping action-  follow through is when loose parts of character carry on moving once they have stopped for example if they are wearing a cape then it will continue to move even after the character has stopped. Overlapping action is when body parts move at different rates. For example arms and legs.
  6. Slow in and slow out- when a movement of an object or character eases in and out like a pendulum.
  7. Arc- everything in the natural world moves in arcs therefor so does everything in animation.
  8. Secondary action- is to add life to a character such as smoking a pipe.
  9. Timing-the frame rate or how many drawings. This allows a steady animation.
  10. Exaggeration- adds a comedy effects and can bring animations to life. The exaggeration can be from characters to movements to the story.
  11. Solid drawing- giving objects and characters weight and consider the space in 3d. Adding lighting and shadows.
  12. Appeal- allows characters to be relatable, cute and a favourite of to allow the audience to know who is a villain or hero.



Principle 3d films-
Disney/pixar, Transformers, CGI, Special effects
                Companies- MPC, Double negative



3D is relevant in films more so than ever. The way in which it merges with live action produces incredible effects, adds unbelievable characters and extends sets and scenes. Companies such as MPC and Double Negative produce magical/mystical creatures to be integrated in to live actions footage. They have produced films such as “PAUL” which is based on an alien on earth. The alien obviously isn’t real, he produced using 3D software and been animated and then composited into the live footage.  As well as a mix of CGI (Computer Generated Imagery) and live footage other company’s produce complete 3D computer generated films. Disney Pixar is well known for now producing these films. “Frozen” was there latest film and was a massive hit, all of the characters and the environments were produced using 3D software.  Another way in which 3D can be used within films is for scenes/set extension “The Life of Pi” is a brilliant example, basically the whole film was filmed within a studio but to watch it’s an exotic magical land. Things such as green screens and blue screens are used to place live/real characters into these CG scenes. A lot of the reason these companies and 3D is used within productions is because it is cost and time effective. Compared to how these films were produced years ago has changed a lot and the only downfall seems to be a loss in jobs. Makeup artists, animatronics and people in costumes aren’t used so much anymore because a more realistic version can be produced within 3D software but then again there are people within these areas such as modellers, animators, texturing and lighting along with some others.




Gaming industry-
Rockstar, platformers, genres.



The gaming industry is popular due to the wide range of genres and the way in which players can be immersed into the gameplay. Gaming is now more social than ever, playing online and chatting with people from the other side of the world as well as playing with friends. People no longer need to have people around at their house or for more than one controller they can be in their own home and still compete and play against one another. Games allow their players to become part of another world or do things that they would never be allowed to do it’s a way of escaping and enjoying something. Similar to films games visuals have developed and are becoming more realistic as well as the animations within games. A development that has taken place to allow the players to fully emerge within the games is the virtual reality headset. The players put this on and when their head moved the game character will also look in that direction, it allows a simulation the player is in the game.  This concept of putting players in the game is still developing and the “omni” is being developed its similar to a treadmill it allows the players to move the in game character by walking/running etc. basically the in game character that they are playing mimics there moments.

3D systems  

3Ds Max, Maya, Cinema 4D, Blender.
All of these are software that generates 3D images/models. They have different ways of working and would be chosen for different areas.  You may find that some of these packages specialise in different areas such as the modelling aspect of the texturing or animation.

3Ds Max is for modelling animation and rendering. Maya is comprehensive 3d animation software also renders. Cinema 4D is 3D models, animation and rendering Blender is also for modelling rendering and animation. The software’s are very much similar in terms of their functions and uses. They have similar but different interfaces and the menus are endless. Although all of them can produce models, rig them, animate them, texture, light and render. 3Ds Max is probably more likely used for fly through of un-built houses of similar purposes whereas Maya would be more animations. Cinema 4D seems to be aimed more at modelling and final renders of still objects, producing a high quality final 3D image. Blender seems to be more directed at the animation route, most likely used for animation. This software corresponds with each other and other packages for example Mudbox (modelling software) can be used to create a character it can then be taken into Maya rigged and animated. Mudbox is better for creating texture on character such as the pores within skin, minor details that can add to the final rendered look. These packages also have different prices which would effects the areas and reasons why they are used for example a student verses industry.



final scene








Evalutaion.

This is my first time using 3ds max so considering this I am pleased with the outcome if was to do this again I would like to have spent more time on the modelling and texturing. I would learn how to unwrap and create my own textures. making sure that they are tile-able or fit the models. 
I would also like to look into particles that could be produced using this software, I think little floating dust particles would have added a nice effect to the water areas of this scene, I would also look into the light as spotlight going through fog or smoke may have worked well with the underwater theme. There seems to be a still frame at the end of the video I did take this into premiere to crop it but when I took it in at the end of the video the still did not appear. To avoid this in future I would most likely render it for slightly longer so that I could crop the footage at each end if needed without losing my animation. I wouldn't say I am 100% satisfied with my final piece as there are a lot of areas I would have like to look into further but couldn't due tot he timing. I am pleased with the outcome though it meets the brief requirements and it was a great learning curve that was stressful at time but still enjoyable. I would use this software again, and may do so in the future even if it is for a prototype of something I am creating etc. Its relatively easy and quick to produce the models in this but i think the lighting and little extras such as textures can really bring a scene to life. My favorite feature from my animation is the sand and the school of fish. I used a bump map for the sand to mix the texture and 3d plane together to give it a texture and volume. I think it worked really well and is a process i would use again. My school of fish were easy to produce but I think they are one of the best looking parts of it. I added a really nice shine scale texture to them to let them shimmer as they swim past. 



Monday, 25 May 2015

dory fish

I produced a dory style fish in the same way as the other by creating half etc. this is the final fish.

Monday, 11 May 2015

shoal of fish

I decided to have a school of fish in the underwater scene, similar to this:
I decided to use these small slim silver fish to produce the school of fish. I decided to model one of the fish in the same way as the shark and then duplicate and alter some of them to create a small school of fish. I added a quick scale texture to give a better idea of how the fish may appear. This is a final rendered fish ready to duplicate. 


Monday, 20 April 2015

Shark

This was the template that was used to produce the shark for the scene. The images were put onto planes and used as reference.
This is the final model of my shark it will later be textured.


Chosen environment

I am going to create the sea world environment as it doesn't seem too complex but i feel that there are challenges within the scene such as lighting and some of the modelling. This will allow my 3d skills to improve and to hopefully have some really nice lighting etc. This is a quick concept image.

List of elements within environment:

Coral
Rocks
Seaweed/Anemone
Fish
Shark
Crab?
lights
Carpet/walls
Shark mouth bone. 


Monday, 30 March 2015

tutorials

http://freespacefilms.net/tutorials/smartterrain/

displacement maps


Shark-http://www.3dm3.com/tutorials/shark/
 fish- https://www.youtube.com/watch?v=WEk-gNorxZQ
         https://www.youtube.com/watch?v=k6uBZwsSNKo
         https://www.youtube.com/watch?v=iyJfieJkKOI
         https://www.youtube.com/watch?v=sQClIUsBSco