Final Animation
Principles Involved:
Anticipation - When Talos the robot is going to try and carry the box up the second time, Talos prepare himself by going upwards a little before trying to carry up the box to show the audience Talos is going to try and carry the box again.
Timing - When Talos tries to carry up the box very fast with frustration, the fire starts up which cause by the friction between the arm and box, the timing was just nice when the fire starts up and Talos surprise reaction.
Exaggeration - When Talos was afraid of the fire and hops away, it shows that such a heavy robot Talos can actually jump and hops away.
Arcs - When Talos carry the box and putting it down, the movements of the arm forms an arc.
Staging - The fire effect that occurs direct the audience attention and to show the importance of the fire with interaction with Talos.
Appeal - When Talos looks around the box and wonder why it is so heavy, also when Talos bang on the box and after that Talos gets dizzy and shake its arm for awhile, and the frustration it shows when the tries to carry up the boxed very fast.
Reflection:
Done-ed! Finally finish my animation after days and hours of doing it. So happy to see my animation when I finish it, giving me a sense of accomplishment! Overall, Im still satisfy with my animation, such as the fire effects, the background image and floor looks really cool, as well as the robot hoping away from the box, looks funny and interesting. I actually do encounter an error, this is actually my second animation done. I have actually finish the first animation previously, but when I tried to open it, it says fatal error, and the whole thing just shut down again, thus I really have no choice but to delete away the files. I was very frustrated when I first saw the fatal error, it was already late night when I finish the animation, thus I was vexed and very tired. However, it didn't stop me after I thought of that I must finish it no matter what in order to pass the subject and course, I tried to do it again and manage to finish it! Luckily this time I doesn't have any fatal errors, nevertheless, I will still try my best to do again if there is still any fatal errors. Thus, it really teaches us a lot that no matter what are the troubles, we must still try our best to do it and not to give up!
Tuesday, 23 August 2011
IN3D Project 2 - PART ONE: Weblog journal entries
Self-Critique
Overall, I think I will give my animation 60/100. I feel that I could have done much more to my animation. But one of the thing that Im proud of would be my expressions and emotions on the robot. I feel that the expression is quite well-done and realistic. Also there is the fire effect which can be say to be the middle man of the interaction between the box and the robot. I try to make the animation more realistic and also interesting and fun to watch. For what I have done on the animation, there are still a lot more rooms for improvements.
Some parts not well-done and need to improve on
- Could add elements such as Squash and Stretch principles
- Put lighting on the animation, where shadows can be seen
- Could involve more boxes with more interaction
I feel that more in depth research needs to be done in order to get a better result in the animation. Concentration, patience and creativity are much needed in the animation, as well as skills of course. I have learnt a lot through this animation, where I found out that patience and concentration is very important as you need to set the keyframes one by one and not get distracted, and also creativity, where you can animate a much more interesting and lively animation with the help of creativity. With all the factors considered, I will strive harder and make better animation in the future to keep up with the expectations.
Overall, I think I will give my animation 60/100. I feel that I could have done much more to my animation. But one of the thing that Im proud of would be my expressions and emotions on the robot. I feel that the expression is quite well-done and realistic. Also there is the fire effect which can be say to be the middle man of the interaction between the box and the robot. I try to make the animation more realistic and also interesting and fun to watch. For what I have done on the animation, there are still a lot more rooms for improvements.
Some parts not well-done and need to improve on
- Could add elements such as Squash and Stretch principles
- Put lighting on the animation, where shadows can be seen
- Could involve more boxes with more interaction
I feel that more in depth research needs to be done in order to get a better result in the animation. Concentration, patience and creativity are much needed in the animation, as well as skills of course. I have learnt a lot through this animation, where I found out that patience and concentration is very important as you need to set the keyframes one by one and not get distracted, and also creativity, where you can animate a much more interesting and lively animation with the help of creativity. With all the factors considered, I will strive harder and make better animation in the future to keep up with the expectations.
Friday, 5 August 2011
IN3D Project 2 - PART ONE: Weblog journal entries
Character
In a few light years ahead, in the World of Tyles which is dull and plain, each and every robot was doing their boring job by stacking the boxes everyday. One of the robot grew smarter out of a million, whose name is called Talos. Due to the dull and boring job Talos was doing, he start to think out of the box. One day, an incident surprises him and which he will never forget a scary yet exciting incident.
Storyboard
Talos was doing his boring work as usual which is moving the boxes from a red platform and stacking it up to a green platform. Today was a rather simple day for him, where he just need to stack up 3 boxes, but the one of the box is more heavier compared to the normal ones. While stacking finish 2 of the normal weight boxes, Talos finally got to the heavier box, where he try all his strength to pull the box up but it still wont bugged. He knew that this was the last box, so he tries very hard to try to stack the box up so he can go and slack around for the whole day. He became very frustrated as the box wont even bugged a little and start to pulling the box faster and faster. Suddenly, due to the friction between the Talos armed and the box, fire starts to arouse. This is the first time he have seen fire before in his entire life, as the World of Tyles has no elements in the planet, only dull, solid and plain objects. Talos was afraid at the first sight due to the heat of the fire. Talos tries to move some meters away from the burning box where is not hot, and admires the beautiful flame. This is the moment where he will never forget for his entire life.
In a few light years ahead, in the World of Tyles which is dull and plain, each and every robot was doing their boring job by stacking the boxes everyday. One of the robot grew smarter out of a million, whose name is called Talos. Due to the dull and boring job Talos was doing, he start to think out of the box. One day, an incident surprises him and which he will never forget a scary yet exciting incident.
Hi, Im Talos, one of the few robots who can be able to think like a human, pretty cool huh? What on earth is going on with the dull world?! Everyday living in boredness and doing the same thing all over and over again, Im sick and tired of all this work. If only I could become a scientist? or an artist? which will be able to turned this dull world into a more interesting and brighter one.
Storyboard
Talos was doing his boring work as usual which is moving the boxes from a red platform and stacking it up to a green platform. Today was a rather simple day for him, where he just need to stack up 3 boxes, but the one of the box is more heavier compared to the normal ones. While stacking finish 2 of the normal weight boxes, Talos finally got to the heavier box, where he try all his strength to pull the box up but it still wont bugged. He knew that this was the last box, so he tries very hard to try to stack the box up so he can go and slack around for the whole day. He became very frustrated as the box wont even bugged a little and start to pulling the box faster and faster. Suddenly, due to the friction between the Talos armed and the box, fire starts to arouse. This is the first time he have seen fire before in his entire life, as the World of Tyles has no elements in the planet, only dull, solid and plain objects. Talos was afraid at the first sight due to the heat of the fire. Talos tries to move some meters away from the burning box where is not hot, and admires the beautiful flame. This is the moment where he will never forget for his entire life.
Tuesday, 2 August 2011
Week13_Labs 1 & 2 (Exercise 1, 2, 3 & 4)
Exercise 1:
Going through a famous short movie on youtube:
http://www.youtube.com/watch?v=zmhZm5FRV4s
A nice short video clip where it stands out the principles of animation along with the techniques and skills implement in this short video clip.
Exercise 2:
Going through the tutorial:
http://download.autodesk.com/us/maya/2011help/files/Inverse_kinematics.htm
To learn how to animate a basic animation with the robot and the box.
Exercise 3:
The final product of my animation after following the tutorial in exercise 2:
Exercise 4:
1) Apart from their different sizes, it is obvious from Luxo Jr. that the big lamp is “older” and that the small lamp is “younger”.
How is this communicated by the animation? Give at least THREE examples.
Do NOT say because the small lamp is playing with a ball, or that its name is Luxo Jr. – you should be looking at the animation, how the lamps move and emote (emote means to express emotions).
2) Give an example from Luxo Jr of how timing is used for comic effect. Explain how the timing decisions contribute to the humour.
3) When you create a joint chain, these form a hierarchy, with the first joint at the top and the last joint at the bottom. Explain why this is necessary for the joints to work properly.
Going through a famous short movie on youtube:
http://www.youtube.com/watch?v=zmhZm5FRV4s
A nice short video clip where it stands out the principles of animation along with the techniques and skills implement in this short video clip.
Exercise 2:
Going through the tutorial:
http://download.autodesk.com/us/maya/2011help/files/Inverse_kinematics.htm
To learn how to animate a basic animation with the robot and the box.
Exercise 3:
The final product of my animation after following the tutorial in exercise 2:
Exercise 4:
1) Apart from their different sizes, it is obvious from Luxo Jr. that the big lamp is “older” and that the small lamp is “younger”.
How is this communicated by the animation? Give at least THREE examples.
Do NOT say because the small lamp is playing with a ball, or that its name is Luxo Jr. – you should be looking at the animation, how the lamps move and emote (emote means to express emotions).
2) Give an example from Luxo Jr of how timing is used for comic effect. Explain how the timing decisions contribute to the humour.
3) When you create a joint chain, these form a hierarchy, with the first joint at the top and the last joint at the bottom. Explain why this is necessary for the joints to work properly.
Sunday, 31 July 2011
Week12_Labs 1 & 2 ( Exercise 1 and 2)
Exercise 1:
Things learnt from the tutorial videos:
- Setting up a project
- Creating the background models (simple wooden planks)
- Texturing
- Bump-mapping (which we haven't covered yet)
- Keyframing
- Using the graph editor to control animation
- Lighting/camera setup
- Rendering
Exercise 2:
1) Do you need to be able to draw well to create good 2D animation? Explain your view.
Yes, I feel that you need to draw well in order to create a good 2D animation. As 2D animation is different form that of 3D, 2D animation require drawings as it is only a one way perspective view, so you need to draw well so to make the animation move in a single way view, thus drawing is needed to make a good 2D animation.
2) Do you need to be able to draw well to create good 3D animation? Explain your view.
As for 3D, it doesn't really need to draw well to create a good 3D animation. For 3D animation, there are programs such as Maya, to help users to create what they want inside the program, thu if you have the idea and concept, you just need to use the program to create what is in your mind, thus drawing is just a wireframe to get a better view of the objects, where is not really required compared to 2D animation.
3) What do you think would separate a piece of poor animation from a piece of good animation? In other words, how would you go about deciding if a piece of animation is good or bad?
A good animation is that the animation is well plan and thoughtful, where it is very realistic and good looking. Even minor factors such as breathing will be considered, as well as factors like the 12 principles we have learnt before is well-done.
A poor animation is animation which is just dull and robotic, which does not have the factors such as the 12 principles and etc.
4) In 2D animation, you need to be very aware of timing at a frame by frame level, using timing charts and other techniques - but for 3D animation, this is handled using the graph editor, which is more concerned with manipulating rates of change over time.
Does this affect how you approach your animation work? Explain.
Yes, for 2D animation, keyframes is just a more simple way of changing the timing and is not very detailed. For 3D animation, using the graph editor is much more detailed than those in 2D animation, which helps me to make animation more realistic, thus 3D animation shows the detailed of what it is compared to 2D, and that 3D requires more in-depth research and patience in order to make a good animation.
5) Give a brief critique of Maya as an animation tool. Don't just say Maya makes animation difficult, or easy, or that you need to learn a lot of stuff to use Maya - explain what Maya does well and not so well in terms of creating animation.
Maya is one of the better tool used for 3D animation, what Maya good about is that it have very detailed functions like graph editor tool, which makes animation more realistic and also with the detail points such as x-axis, which is able to allow users to make a detailed animation move. Maya is still improving, where I feel it could add more functions to make animation easier like a shortcut tool and etc, this also means that we need to remember more functions on Maya, where everything has its good and bad.
Things learnt from the tutorial videos:
- Setting up a project
- Creating the background models (simple wooden planks)
- Texturing
- Bump-mapping (which we haven't covered yet)
- Keyframing
- Using the graph editor to control animation
- Lighting/camera setup
- Rendering
Exercise 2:
1) Do you need to be able to draw well to create good 2D animation? Explain your view.
Yes, I feel that you need to draw well in order to create a good 2D animation. As 2D animation is different form that of 3D, 2D animation require drawings as it is only a one way perspective view, so you need to draw well so to make the animation move in a single way view, thus drawing is needed to make a good 2D animation.
2) Do you need to be able to draw well to create good 3D animation? Explain your view.
As for 3D, it doesn't really need to draw well to create a good 3D animation. For 3D animation, there are programs such as Maya, to help users to create what they want inside the program, thu if you have the idea and concept, you just need to use the program to create what is in your mind, thus drawing is just a wireframe to get a better view of the objects, where is not really required compared to 2D animation.
3) What do you think would separate a piece of poor animation from a piece of good animation? In other words, how would you go about deciding if a piece of animation is good or bad?
A good animation is that the animation is well plan and thoughtful, where it is very realistic and good looking. Even minor factors such as breathing will be considered, as well as factors like the 12 principles we have learnt before is well-done.
A poor animation is animation which is just dull and robotic, which does not have the factors such as the 12 principles and etc.
4) In 2D animation, you need to be very aware of timing at a frame by frame level, using timing charts and other techniques - but for 3D animation, this is handled using the graph editor, which is more concerned with manipulating rates of change over time.
Does this affect how you approach your animation work? Explain.
Yes, for 2D animation, keyframes is just a more simple way of changing the timing and is not very detailed. For 3D animation, using the graph editor is much more detailed than those in 2D animation, which helps me to make animation more realistic, thus 3D animation shows the detailed of what it is compared to 2D, and that 3D requires more in-depth research and patience in order to make a good animation.
5) Give a brief critique of Maya as an animation tool. Don't just say Maya makes animation difficult, or easy, or that you need to learn a lot of stuff to use Maya - explain what Maya does well and not so well in terms of creating animation.
Maya is one of the better tool used for 3D animation, what Maya good about is that it have very detailed functions like graph editor tool, which makes animation more realistic and also with the detail points such as x-axis, which is able to allow users to make a detailed animation move. Maya is still improving, where I feel it could add more functions to make animation easier like a shortcut tool and etc, this also means that we need to remember more functions on Maya, where everything has its good and bad.
Sunday, 24 July 2011
Week11_Lab2
This week is e-learning, so you'll just follow on from the simple Maya tutorial exercise from Lab 1.
Go through the notes in Adding Squash and Stretch to a Ball.doc.
Create TWO ball animations with squash and stretch:
1) A small ball, like a tennis ball, with less squash and stretch
2) A more cartoony, larger ball (like a soft beachball), with lots of squash and stretch, ie. with exaggeration
In your journal, discuss the following:
1) Why is squash and stretch so useful in animation?
Squash and stretch makes the animation more realistic, where you will need to have it in the future on further animation, which will make the animation more lively and interesting.
2) Think of a situation in which extreme squash and stretch could be applied to a character - try to be original.
I think it will be when a person falls from a very high level and land on a bouncy trampoline, where he will be squash and stretch and bounce around.
3) Think of an animation example where squash and stretch would NOT be appropriate
I think will be when a person falls from a very high level on a flat ground, where it will not have the squash and stretch animation.
4) If squash and stretch doesn't really happen so obviously in real life, why do you think is it so effective in animation?
(Look at the title of Disney animator Ollie Johnston's famous book about animation - do an Amazon search ... there's a clue in the title!)
"The ILLUSION OF LIFE: DISNEY ANIMATION" , the book illustrates about how animation goes about for the disney characters and is very inspiration. I think animation will give life a more inspiration touch, to make the impossible in real life into a possible one in animation.
Go through the notes in Adding Squash and Stretch to a Ball.doc.
Create TWO ball animations with squash and stretch:
1) A small ball, like a tennis ball, with less squash and stretch
2) A more cartoony, larger ball (like a soft beachball), with lots of squash and stretch, ie. with exaggeration
In your journal, discuss the following:
1) Why is squash and stretch so useful in animation?
Squash and stretch makes the animation more realistic, where you will need to have it in the future on further animation, which will make the animation more lively and interesting.
2) Think of a situation in which extreme squash and stretch could be applied to a character - try to be original.
I think it will be when a person falls from a very high level and land on a bouncy trampoline, where he will be squash and stretch and bounce around.
3) Think of an animation example where squash and stretch would NOT be appropriate
I think will be when a person falls from a very high level on a flat ground, where it will not have the squash and stretch animation.
4) If squash and stretch doesn't really happen so obviously in real life, why do you think is it so effective in animation?
(Look at the title of Disney animator Ollie Johnston's famous book about animation - do an Amazon search ... there's a clue in the title!)
"The ILLUSION OF LIFE: DISNEY ANIMATION" , the book illustrates about how animation goes about for the disney characters and is very inspiration. I think animation will give life a more inspiration touch, to make the impossible in real life into a possible one in animation.
Friday, 22 July 2011
Week11_Lab1 (Exercise 1 and 2)
Exercise 1:
Using the Maya tutorial, I have manage to learn on how to move the ball over the fence and make it more realistic.
Things learnt from Maya tutorial:
- Keyframes
- Graph Editor
Video from tutorial:
Exercise 2:
Using keyframing, to animate out the moving ball and also using the graph editor tool, by using the tangents to sharpens the bounce to better simulate the effect of gravity.
Maya Animation done in Maya on keyframing:
Reflection
A fun and interesting exercise, using keyframing to animate and move the ball, which is also our 1st exercise on how to animate and move objects in Maya, the skill learn will beneficial and be used in our final project.
Using the Maya tutorial, I have manage to learn on how to move the ball over the fence and make it more realistic.
Things learnt from Maya tutorial:
- Keyframes
- Graph Editor
Video from tutorial:
Exercise 2:
Using keyframing, to animate out the moving ball and also using the graph editor tool, by using the tangents to sharpens the bounce to better simulate the effect of gravity.
Maya Animation done in Maya on keyframing:
Reflection
A fun and interesting exercise, using keyframing to animate and move the ball, which is also our 1st exercise on how to animate and move objects in Maya, the skill learn will beneficial and be used in our final project.
Wednesday, 13 July 2011
Week10_Lab2
Things learnt from this exercise
- Keyframes
- Frame per seconds
Extra Things
- Colours added
Keyframes is the a unique frame that represents each of the section of the animation. For this animation, I have used 32 unique frame.
Frame per seconds represent the speed of each of the section moving. For this animation, I have used the speed of 18 frame per seconds.
I also added some colours in each of the key frame to make it look more attractive.
Reflection
A very simple exercise, using the pencil tool to create a 2D bouncing ball. I think this exercise allows us to have a brief view of what keyframes are in a much more simple concept, using 2D to let us see how it is done first before moving on to 3D. A very interesting and meaningful exercise.
- Keyframes
- Frame per seconds
Extra Things
- Colours added
Keyframes is the a unique frame that represents each of the section of the animation. For this animation, I have used 32 unique frame.
Frame per seconds represent the speed of each of the section moving. For this animation, I have used the speed of 18 frame per seconds.
I also added some colours in each of the key frame to make it look more attractive.
Reflection
A very simple exercise, using the pencil tool to create a 2D bouncing ball. I think this exercise allows us to have a brief view of what keyframes are in a much more simple concept, using 2D to let us see how it is done first before moving on to 3D. A very interesting and meaningful exercise.
Thursday, 7 July 2011
Week10_Lab1 (Exercise 3)
http://www.youtube.com/watch?v=GZBbtk47vZw&feature=related
Principles Involve
- Anticipation, the person prepare himself before he jumps and crash at the wardrobe as well as the audience preparing to sell what will happen next.
- Squash and stretch, when the person jumps on the wardrobe his hands and legs are stretch out wide.
- Follow through and overlapping action, after the person hits the wardrobe and fall, his hands and legs follow up when he falls after coming to a stop.
- Arc, when the person running towards the wardrobe, his arms swings in a circular motion.
- Secondary action, when the person is talking, his hands are moving at the same time.
- Slow in and slow out, when the person starts to run, he gets faster and faster before banging the wardrobe.
Reflection
One funny video I had chosen, haha. Nevertheless, from the last part of exercise I have learnt, I manage to apply some of the principles even in a short video in it. Although the video is funny and does not mean anything, but the actions and movements involved can still be able to include the 12 principles inside the various elements of movements involved. No matter what video it is, there will still be at least 1 principle involved in it.
Principles Involve
- Anticipation, the person prepare himself before he jumps and crash at the wardrobe as well as the audience preparing to sell what will happen next.
- Squash and stretch, when the person jumps on the wardrobe his hands and legs are stretch out wide.
- Follow through and overlapping action, after the person hits the wardrobe and fall, his hands and legs follow up when he falls after coming to a stop.
- Arc, when the person running towards the wardrobe, his arms swings in a circular motion.
- Secondary action, when the person is talking, his hands are moving at the same time.
- Slow in and slow out, when the person starts to run, he gets faster and faster before banging the wardrobe.
Reflection
One funny video I had chosen, haha. Nevertheless, from the last part of exercise I have learnt, I manage to apply some of the principles even in a short video in it. Although the video is funny and does not mean anything, but the actions and movements involved can still be able to include the 12 principles inside the various elements of movements involved. No matter what video it is, there will still be at least 1 principle involved in it.
Week10_Lab1 (Exercise 1 and 2)
12 basic principles of animation
1. Squash and Stretch
2. Anticipation
3. Staging
4. Straight ahead action and pose to pose
5. Follow through and overlapping action
6. Slow in and slow out
7. Arcs
8. Secondary action
9. Timing
10. Exaggeration
11.Solid drawing
12. Appeal
1. Squash and Stretch - This principal is involved in this video, as kevin jumps, his hands and legs are stretched out which involved the principle.
2. Anticipation - This principle is also involved as kevin was preparing for his actions to begin thus involving the principle.
2. Anticipation - This principle is once again used, as jeremy is preparing for his acions to punch vanan, whihc involved the principle.
7. Arcs - This principle is involved as when jeremy punches vanan, there is a form of curve in his punching which form an arc, where this principle is involved.
10. Exaggeration - This principle is also involved, as jeremy is about to punch vanan, you will be able to see his angry face which shows how angry he was and wanted to attack vanan, and when vanan got hit, he crash on the wall due to the impact of the punch which make it more realistic, this this principle is involved as well.
2. Anticipation - This principle is once again used, as both kevin and jinghong is preparing to throw or catch for their actions, thus the principle is used.
1. Squash and Stretch - This principle is used again, as both kevin and jinghong throws and catch the ball, they stretched their hands to throw and catch the ball and also squad down when throw and catching the ball, thus the principle is involved.
5. Follow through and overlapping action - This principle is used, as both jinghong and kevin throws the ball, their movement follow up after throwing the ball and to a stop, where the principle is used.
2. Anticipation - This principle is again used, as both vanan and jinghong is faking one another, their also preparing to throw the ball at each other without giveing them time to react, thus the principle is used.
5. Follow through and overlapping action - This principle is again used, as both vanan and jinghong throw the balls, their hands follow through their actions and to a stop where the principle is involved.
2. Anticipation - This principle is also involved here, as hussain is getting prepared to run up the stairs, thus the principle is used.
7. Arcs - This principle is used, as hussain is running up the stairs, his hand motions from a circular shape, where the principle is involved.
2. Anticipation - This principle is also involved here, as jeremy get ready to do push-up, thus this principle is used.
1. Squash and Stretch - This principal is involved, as jeremy is doing push-ups, his arms and legs are stretching up and down, which the principle is involved.
3. Staging - This principle is used, as jeremy is already prepared and in push-up position, and what he going to do next is also predictable, so staging is involved here.
Reflection
A fun exercise!! Finally can go out of the lab and have some fun!! Using the 12 principles of animation, we can know how should a video be made to include these principles in it, to make the video attractive and much more interesting, to attract the audiences. We can implement these principles in our maya animation next time(very soon), and I think we gonna do animation of moving objects in maya, finally something that can move around and interact in Maya!
1. Squash and Stretch
2. Anticipation
3. Staging
4. Straight ahead action and pose to pose
5. Follow through and overlapping action
6. Slow in and slow out
7. Arcs
8. Secondary action
9. Timing
10. Exaggeration
11.Solid drawing
12. Appeal
1. Squash and Stretch - This principal is involved in this video, as kevin jumps, his hands and legs are stretched out which involved the principle.
2. Anticipation - This principle is also involved as kevin was preparing for his actions to begin thus involving the principle.
2. Anticipation - This principle is once again used, as jeremy is preparing for his acions to punch vanan, whihc involved the principle.
7. Arcs - This principle is involved as when jeremy punches vanan, there is a form of curve in his punching which form an arc, where this principle is involved.
10. Exaggeration - This principle is also involved, as jeremy is about to punch vanan, you will be able to see his angry face which shows how angry he was and wanted to attack vanan, and when vanan got hit, he crash on the wall due to the impact of the punch which make it more realistic, this this principle is involved as well.
2. Anticipation - This principle is once again used, as both kevin and jinghong is preparing to throw or catch for their actions, thus the principle is used.
1. Squash and Stretch - This principle is used again, as both kevin and jinghong throws and catch the ball, they stretched their hands to throw and catch the ball and also squad down when throw and catching the ball, thus the principle is involved.
5. Follow through and overlapping action - This principle is used, as both jinghong and kevin throws the ball, their movement follow up after throwing the ball and to a stop, where the principle is used.
2. Anticipation - This principle is again used, as both vanan and jinghong is faking one another, their also preparing to throw the ball at each other without giveing them time to react, thus the principle is used.
5. Follow through and overlapping action - This principle is again used, as both vanan and jinghong throw the balls, their hands follow through their actions and to a stop where the principle is involved.
2. Anticipation - This principle is also involved here, as hussain is getting prepared to run up the stairs, thus the principle is used.
7. Arcs - This principle is used, as hussain is running up the stairs, his hand motions from a circular shape, where the principle is involved.
2. Anticipation - This principle is also involved here, as jeremy get ready to do push-up, thus this principle is used.
1. Squash and Stretch - This principal is involved, as jeremy is doing push-ups, his arms and legs are stretching up and down, which the principle is involved.
3. Staging - This principle is used, as jeremy is already prepared and in push-up position, and what he going to do next is also predictable, so staging is involved here.
Reflection
A fun exercise!! Finally can go out of the lab and have some fun!! Using the 12 principles of animation, we can know how should a video be made to include these principles in it, to make the video attractive and much more interesting, to attract the audiences. We can implement these principles in our maya animation next time(very soon), and I think we gonna do animation of moving objects in maya, finally something that can move around and interact in Maya!
Sunday, 12 June 2011
IN3D Project 1 – Modeling & Materials (Self-Critique)
Overall, I think I will gave 70/100 for my model. Although my model is quite simple, and yes if it is simple then the more I should make it as exactly as possible with the original model. I will say the the fur is one of the important appearance that will differentiate between how similar it is compared to the original model. Also the edge part of the head, ears etc will determine if it looks really like the original model or a different edge for the parts. I try to make it as similar as possible with the details of the head, the back, bottom and the front part and also the tip of the nose if you look more closely.
Some parts not well-done and need to improve on
- Some details was not there compared to the original model(edge and roundness of the ears and head etc)
- Colours are a bit different from the original model
- Head part was not really what it is from the original product(mine is rounder and a bit straight in some detailed parts of the head)
- Nose part not really completely round, and some details like line on the nose was not done
More in depth research needs to be done in order to get a better result in the model I have made, as well as time, concentration and patience needed. I actually learnt a lot in this exercise such as patience and concentration which will help me in my work in the future. With these factors, I am sure I can make a better model compared to this and will strive hard to keep up with the expectations.
Front View of Original Model
Front View of My Model
Side View of Original Model
Side View of My Model
Side View 2 of Original Model
Side View 2 of My Model
Back View of Original Model
Back View of My Model
Fireworks View
Fireworks View 2
Fireworks View 3
Some parts not well-done and need to improve on
- Some details was not there compared to the original model(edge and roundness of the ears and head etc)
- Colours are a bit different from the original model
- Head part was not really what it is from the original product(mine is rounder and a bit straight in some detailed parts of the head)
- Nose part not really completely round, and some details like line on the nose was not done
More in depth research needs to be done in order to get a better result in the model I have made, as well as time, concentration and patience needed. I actually learnt a lot in this exercise such as patience and concentration which will help me in my work in the future. With these factors, I am sure I can make a better model compared to this and will strive hard to keep up with the expectations.
Front View of Original Model
Front View of My Model
Side View of Original Model
Side View of My Model
Side View 2 of Original Model
Side View 2 of My Model
Back View of Original Model
Back View of My Model
Fireworks View
Fireworks View 2
Fireworks View 3
IN3D Project 1 – Modeling & Materials (Research)
I have research on a number of tutorial videos online. These are some of the videos which I have research on.
Extrude and Insert edge loop tool Tutorial
Fur Tutorial
Using some of the tutorials from online, I manage to plan out what I need to do for the different parts of the model. And of course, all the tools plays a part in making the model. I will say the important ones are edge loop tool and face tool which help me a lot in making the model. Other tools such as vertex, bevel, extrude and edge tool play a part in making the model too. Thus, I feel that research is very important in planning your model and knowing all the skills to do out your model successfully.
Extrude and Insert edge loop tool Tutorial
http://www.youtube.com/watch?v=DT8u0bw41yQ&feature=related
Fur Tutorial
http://www.youtube.com/watch?v=hi0jKte2Ycc&feature=related
Using some of the tutorials from online, I manage to plan out what I need to do for the different parts of the model. And of course, all the tools plays a part in making the model. I will say the important ones are edge loop tool and face tool which help me a lot in making the model. Other tools such as vertex, bevel, extrude and edge tool play a part in making the model too. Thus, I feel that research is very important in planning your model and knowing all the skills to do out your model successfully.
Friday, 10 June 2011
IN3D Project 1 – Modeling & Materials (Progress)
Model
Fireworks Effects
I actually split it up to eight different section:
Part One - Ears
Part Two - Head
Part Three - Nose
Part Four - Eyes
Part Five - Stick
Part Six - Colour
Part Seven - Fur
Part Eight(Last Part) - Fireworks
Part One - Ears
Firstly, I create a sphere from the polygon.
Next, I create another sphere from the polygon which is the ear.
I flatten the sphere to make it look like the ear part and lengthen it too.
Using the insert edge loop tool, I modify the sphere to make it looks like the ear.
This is how it looks like after modify.
Next I duplicate it to make both sides of the ear.
Using the extrude tool, I extrude out the top part of the ear to connect it to the head.
After that, I use bevel tool to make the side of the ear look more rounder and smoother, and also tilt it a little to make it looks more alike to the original model.
Part Two - Head
First I use face tool and select the part I want and pull it out. I also tilt it a little bit upwards after I pull it out to make it more similar to my original model.
Next using the same face tool, I select the bottom part of the head push it a little bit inwards as the bottom part of the head is not completely round.
Using the edge tool, I select some parts of the edge on the back and push it inwards as the original model is not really round on its back.
This is how it looks like after completing the head part.
Part Three - Nose
First, I create a sphere which will become the nose part.
Next, Using the face tool I select half of the sphere and delete it to make a semi-sphere shape.
I move it and make it connect to the face part to make a nose shape.
Using the edge tool, I select the tip of the nose and move it slightly upwards so it looks more like the original model.
This is how it looks like after completing the nose part.
Part Four - Eyes
First, I create 2 spheres which will be the eyes.
After that, I move it and position it to the eyes position.
This is how it looks like after completing the eyes part.
Part Five - Stick
First, I create a cylinder and a sphere which serves as the stick part.
Next, I make the cylinder slimmer and longer and position it below the head.
I do the same thing for the sphere and put it below the stick.
This is how it looks like after completing the stick part.
Part Six - Colour
Before doing the colour part, I actually modify some parts of the head so to make it rounder as some parts previously was distorted and looks a bit weird.
Firstly, I select the eyes and using the Blinn material, I make the eyes black in colour.
I do the same for the nose part, and this is how it looks like.
Next, Using the same Blinn material, I colour the stick part in light brown colour.
For the head and ears part, I choose the lambert material instead to make the colour darker which will be compatible to the fur later on.
Part Seven - Fur
For the fur, go to the fur section which is located down the same line in the polygon sction. I choose to use the bear fur as I find it more alike to the original model fur out of all the choices. Select the head part and press fur, at the side would be the options, I change some of the options like length and colour to match with the original model.
Next do the same thing for the ears, I make it a darker colour for the ears part.
This is how it looks like after completing the fur part.
A picture on rendering.
Part Eight(Last Part) - Fireworks
For the fireworks, go to dynamics which is along the line of the polygon section. After that select fireworks. There are other effects too such as lighting and fire, but I choose the fireworks effects instead. Click on it, and I create two fireworks at the side of the model.
After that, I set the timeframe to 100 so to be able to slow down the animation effects.
Render it to see the fireworks effects.
Techniques
I actually used insert edge loop tool for the ears to make it wider and extrude tool to connect the ears to the head, and slight bevel to make the edges round and smooth. For the head part, I use the face tool and pull out from the front part of the head to make the base for the nose. I also used edge tool and vertex tool and modify it to make the head part looks more alike to the original model. The rest is just putting them altogether. I add colours using the blinn and lambert material to the model. Also, I used the fur tool to make the fur for the head and the ears. Finally, the fireworks tool to make the nice and beautiful fireworks.
Reflection
Finally, I have done my model after spending hours looking at the computer screen. So happy to finally finish my model. I am so excited about how it will look like when finish with the model. And I am quite satisfy with the result of the model I have done. One part was the fireworks effect that was really beautiful and also the fur part to make the model looks a lot more realistic. I actually learnt a lot of skill in this project, like fur which I has never use it before in Maya, and also fireworks effect too. I have encounter some problems while doing the model, the head part after I pull out the base for the nose, looks weird and distorted in some parts, but manage to do my best and make it as realistic as possible. I try using the edge tool and vertex tool to make those parts rounder so it won't be distorted and some unwanted parts won't petrude out and spoil the image of the model. Overall, I am satisfy with my product and will continue to work hard and research more in depth in Maya to make better models.
Fireworks Effects
I actually split it up to eight different section:
Part One - Ears
Part Two - Head
Part Three - Nose
Part Four - Eyes
Part Five - Stick
Part Six - Colour
Part Seven - Fur
Part Eight(Last Part) - Fireworks
Part One - Ears
Firstly, I create a sphere from the polygon.
Next, I create another sphere from the polygon which is the ear.
I flatten the sphere to make it look like the ear part and lengthen it too.
Using the insert edge loop tool, I modify the sphere to make it looks like the ear.
This is how it looks like after modify.
Next I duplicate it to make both sides of the ear.
Using the extrude tool, I extrude out the top part of the ear to connect it to the head.
After that, I use bevel tool to make the side of the ear look more rounder and smoother, and also tilt it a little to make it looks more alike to the original model.
Part Two - Head
First I use face tool and select the part I want and pull it out. I also tilt it a little bit upwards after I pull it out to make it more similar to my original model.
Next using the same face tool, I select the bottom part of the head push it a little bit inwards as the bottom part of the head is not completely round.
Using the edge tool, I select some parts of the edge on the back and push it inwards as the original model is not really round on its back.
This is how it looks like after completing the head part.
Part Three - Nose
First, I create a sphere which will become the nose part.
Next, Using the face tool I select half of the sphere and delete it to make a semi-sphere shape.
I move it and make it connect to the face part to make a nose shape.
Using the edge tool, I select the tip of the nose and move it slightly upwards so it looks more like the original model.
This is how it looks like after completing the nose part.
Part Four - Eyes
First, I create 2 spheres which will be the eyes.
After that, I move it and position it to the eyes position.
This is how it looks like after completing the eyes part.
Part Five - Stick
First, I create a cylinder and a sphere which serves as the stick part.
Next, I make the cylinder slimmer and longer and position it below the head.
I do the same thing for the sphere and put it below the stick.
This is how it looks like after completing the stick part.
Part Six - Colour
Before doing the colour part, I actually modify some parts of the head so to make it rounder as some parts previously was distorted and looks a bit weird.
Firstly, I select the eyes and using the Blinn material, I make the eyes black in colour.
I do the same for the nose part, and this is how it looks like.
Next, Using the same Blinn material, I colour the stick part in light brown colour.
For the head and ears part, I choose the lambert material instead to make the colour darker which will be compatible to the fur later on.
Part Seven - Fur
For the fur, go to the fur section which is located down the same line in the polygon sction. I choose to use the bear fur as I find it more alike to the original model fur out of all the choices. Select the head part and press fur, at the side would be the options, I change some of the options like length and colour to match with the original model.
Next do the same thing for the ears, I make it a darker colour for the ears part.
This is how it looks like after completing the fur part.
A picture on rendering.
Part Eight(Last Part) - Fireworks
For the fireworks, go to dynamics which is along the line of the polygon section. After that select fireworks. There are other effects too such as lighting and fire, but I choose the fireworks effects instead. Click on it, and I create two fireworks at the side of the model.
After that, I set the timeframe to 100 so to be able to slow down the animation effects.
Render it to see the fireworks effects.
Techniques
I actually used insert edge loop tool for the ears to make it wider and extrude tool to connect the ears to the head, and slight bevel to make the edges round and smooth. For the head part, I use the face tool and pull out from the front part of the head to make the base for the nose. I also used edge tool and vertex tool and modify it to make the head part looks more alike to the original model. The rest is just putting them altogether. I add colours using the blinn and lambert material to the model. Also, I used the fur tool to make the fur for the head and the ears. Finally, the fireworks tool to make the nice and beautiful fireworks.
Reflection
Finally, I have done my model after spending hours looking at the computer screen. So happy to finally finish my model. I am so excited about how it will look like when finish with the model. And I am quite satisfy with the result of the model I have done. One part was the fireworks effect that was really beautiful and also the fur part to make the model looks a lot more realistic. I actually learnt a lot of skill in this project, like fur which I has never use it before in Maya, and also fireworks effect too. I have encounter some problems while doing the model, the head part after I pull out the base for the nose, looks weird and distorted in some parts, but manage to do my best and make it as realistic as possible. I try using the edge tool and vertex tool to make those parts rounder so it won't be distorted and some unwanted parts won't petrude out and spoil the image of the model. Overall, I am satisfy with my product and will continue to work hard and research more in depth in Maya to make better models.
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