Sunday, 5 June 2011

Conclusion

I thoroughly enjoyed this module because it is so interactive and one learns both a software and planning to create a story and scenario. I have learnt that you could not really start the task of the animation unless you write the story and plan the animation to a bite size sections to action.

Once I decided on a funny character "a Bird with Boobs" the I had to write a story. Once the story was written then I started the task of animation. I had to look for pictures that fitted my story. Once all the story material was gathered together I started the animation task. To do this I had to learn how to use 3Dmax. To achieve this I attended the lectures and looked at the course notes on VLE and reading a book on 3D max and also used online tutorial trainings.

I very successfully created my story of Grumpy Bird with boobs who is depressed and her depression is as a result of her being different to other birds. Consequently she has no interest or patience for life.

In this module I have managed to action and implement my story successfully in 3Dmax and learnt using most of the animation capability of the 3D max and completed my first 3D character animation.

Introduction

Once upon a time there was grumpy bird living in the local Essex forest. The forest was a lonesome place and all the depressed and lazy people visited. The grumpy bird liked this forest because she could fit into the mode of the place. The Grumpy bird was not always like this, when she was 1 year old she noticed that her chest is growing and soon after within 6 month she developed bosoms. By this time she realised that she looks quite different to other birds. This made her very depressed and went searching for a place some where other birds could not recognise her. On her travels she was flying over the Essex forest where she landed to rest eat and drink a bit. she realised that there are people walking around all depressed with problems. It was nearly dusk and she decided to stay there the night and fly on tomorrow. 12 years later she is still living there today.

My animation is to capture this lonesome forest mode where it is very quiet and everything looks blunt. This bird comes to the log that has been cut and walks along the forest to her favorite spot where she landed 12 years ago to have a rest. Once she approaches this log she jumped over it to have a rest there came a fly buzzing around looking for someone to play with. The grumpy bird had just closed her eyes and the fly came nearer, the bird opened her eyes and followed the fly around with her eyes and the fly thought here we go I have a play mate. The Grumpy bird was tiered as usual angry, thinks for a second and vises her neck and eats the fly. and her problem was solved and she goes back to sleep.

Thursday, 2 June 2011

Create Eye In 3Dmax:

To create the Eye in 3Dmax:

First, I had to create a Sphere on to the desktop parmetically; in Parameters we can change the setting like Radius, Segments, and the Hemisphere. I therefore changed the Segments to 60, and Hemisphere to 0.06 to form the Pupil of the eye..


Next, after changing the setting I select the Sphere, right click and press the Clone to make a copy of it. In parameter we have to change the sphere's size with changing the Radius a higher vale a bit higher to create a bigger Sphere as a Eyelid, then proceeded to Change the Hemisphere to 0.5. Consequently, now the Eyelid is formed.

I had to do this twice or Clone the upper eyelid, and reposition at the base of the sphere to form Upper and lower lids.

To create a colour for the Pupil, I opened the Material editor or we can press g M on keyboard, press the Standard button, there I have to choose Multi/Sub-Object. New window will open I click on Set number and changed it to 2. I change the material 1 to Black for the Pupil of the eye, and changed the 2nd Material to White for the Cornea. And click and dragged it to the first Sphere. See figure below for the result of what happened.


To animate the eye movement, I went to Create> Helpers> Manipulators> Slider. There we need two or three slider for each part of the eye, to do this I clicked on the desktop and sliders were shown, see the pictures above, to activate the Sliders I had to turn On Select and manipulate option on the Toolbar.

By Double clicking on each one of the Sliders I could add name for it like Eye open. To activate the slider I select it and right click> Wire Parameters, the new window will open, there I went to Subject (Slider)> Value. Then you will see the line that you have to click on your subject (like Upper Eyelid). The other window will appear again then I selected Transform> Rotation> X Rotation. After that the new window will appear I have to press Connect and close it.

The Slider now should work but, not the way I want it to work, because the Parameters are not Right yet. To fix it I have to change the Maximum and Minimum in Parameters.

The Parameters used are:

Minimum = -1.0 Maximum = 0.53

All parts of the eye are animated like this.


Here I show the Pupil size in the slider. The Pupil size it will also go to minimum size.

The Pupil size here will go to Maximum size.



Next to deforming the Eye I Used FFD (Box).

To achieve this I went to Create panel > Space warp . Geometric / Deformable FFD (Box). Then I clicked and drag the FFD box all around the eye.

Next, I used Space warp sign to link the eye parts to FFD box. To do that I select the eye parts like Pupil Eyelid all together and select the Space warp and like them to FFD (Box).

The good thing about this technique is that you can deform the eyes, but they will still be able to blink within the deformity.






make it look somewhere; motion panel, sign control, change the rotation control ruler x y z look at constraints , we need target create one helper's standard point add look at target select this and click on point, z flipped, the eye looking at the box.

select everything and link and parented in to deformer which everything stays in control

create and create point helper link frame and deformer to the point copy the eye what every you do with one eye the other one will copy .

control over it deformers looks at this hide it

building capsule, body of the character maximize, bone tools , create bone right click to finish, we can move them and then link them press and drag.

select the link and drag from child to parent

leg of the bone: animation Dc solvers HI solver, from bone to bone for all the sides' make like chemical relation between bones, grab foot and move it, actual physical leg: create lines, determine paths, we can sweep leg quickly. Grab the path, combine objects left generate the shape.

path x moving

left get shape grab first circle good shape grab it make adjustment option space steps

Boolean union, pick operand Boolean and grab legs

skinning and animation: say skin about bones , slide it right click convert to, convert to poly, skin modifier add bones grab all bones edit envelopes grab axis that goes down the middle each bone and grab envelope and merge them grab grips and move them you can see bone out side the body that is ok. you can turn the body, shade that and that is it.