Tuesday, 24 January 2012

Reflection on Week 13 Lab ( Mechanical Arm)

This lab exercise is seperate into 2 parts. I had finish it with the guidance of teacher, He guide us through step by step on what is IK linkage and FK linkage. At first it seems abit confusing. But when we connect it with our daily movement, it can be easily understood. This lab exercise is confusing. As there are alot of steps to be done. By parenting them is also quite a difficult task to do. Parenting correctly is important if not it will affect the animation and we have to redo it. I have learn alot of skills, which allow me to use it in the final project. I learn by selecting different parts of the example swivelbase and the joints and make a link between them. It must be centre first and thus clicking at the centre of each joint would allow to create the link. This is easy. But the animation part is abit challenging. We have to estimate the timing for a good animation. I have problem adding the constraint to the metal part(yellow) which is the attraction between the box. It does'nt face down everytime i move the handle. When i move the handle out or in the item will face in or out. Therefore, i try to make it correct. But i still can't get it correctly. Overall, i have a good time playing and animating the object. Although the animation of sucking the box up is difficult and challenging, i have overcome it. I felt satisfied with the lab exercise i have done. It's fun...

Monday, 23 January 2012

Week 13 Lab

First Video



Final Video





First, we have to go to my panel at the top>layouts>two pane stacked. At the lower part of the panel select hyper graph panel>hyper graph. This is how it looks like the screen shots above.

The hyper graph panel shows the different parts of the mechanical arm.We can change it to wire frame on the side view, to make it easier to see.
Then we have to create a skeleton hierarchy. This would allow the various/different parts of the mechanical arm to link together. This hierarchy are like joints which need to be connected to the bones in order to work. From the main menu>skeleton>joint tool. We need to reset the settings as follow in the tutorial sheet. After that we need to place the joint tool in the middle of every parts and lastly joining it together.
Next, parenting is needed for this animation.This is how it looks like after the joint tool and parent tool. When parent it place the node beneath each of the component. Therefore each has a parent and the parent will be link to the kids. What the parent do the kids will follow.
This is the hyper graph as shown. When the parent is selected, the whole thing/ component will be selected. Green highlighted means selected.
After everything is parent. As shown in the hyper graph above in the screen shot.
This is in the wire frame.Next, is creating the IK handle for the mechanical arm. We need to go to main menu> Skeleton>IK handle tool. In the IK Handle Tool Settings window, we need to click reset tool and reset the settings, next set the IK handle settings to current solver-ikSClover.

A new IK handle tab is created called IK handle. in the yellow color box. Basically is that we have click on the skeleton joint at the base of the mechanical arm, then click on the tip of the mechanical arm. IK tool is designed to attach the joints to the closet points.
After that i need to create a control object, it is to allow to select and also move around the IK system directly instead of selecting the IK handle and move it . To create a control object, first need to create and position the control object then we have to name the node in the hyper graph.
After that we have to freeze transform it for the control object.Follow by constraining the IK handle





We have to use the move tool to adjust the location of the locator slightly to be above and in front of the mechanical arm. As shown in the screen shots
Zoom in for a clearer view
After that i need to constraint the IK handle to the control object by using the point constraint. It allows the control between one transformation to the other transformation. The screen shot show the steps need to be done. First to constraint>point> reset the settings, and when it is reset turn on the maintain offset settings>add.


This will make the cargo magnet to face downwards always as the mechanical arm moves in the different way.
After that is done, we need to set the limitation range of the motion of the IK system. This is to allow the animation to look more realistic and the system to be pose in a more predictable manner. We can like estimate the fully translation value for the mechanical arm. Then, we have to first to set all the translate and rotation to 0. Then we have to lock rotate X and Z for the swivel base. Then we can try rotating the mechanical arm.
After that, parent the IK handle to the skeleton hierarchy. Then collapsing the hyper graph as shown in the screen shot above. Then we need to create a plane for the objects, hence we need to adjust the arrangement of the object properly on top or just nice on the plane.
Simplify the hyper graph chart as shown, There is a small arrowhead on the corner of the joint1 node. It shows that there are still different hierarchy that is hidden neatly and we can click on the red small arrow to expand it.
I assign new material attributes> lambert and assign a color to my plane to make it look nicer and also it is different color as the box, for a better visual and separation between the box and the ground.(plane)
Then i have to parent the swivel base to arm control by using the outline and click on the respective object and drag it and move to the object that you want to assign to.
Next, i set a camera> create> camera. This screen shot above is the camera view. We must adjust the camera to have a good placement for the animation to play.
Then, i would like to start with the animation, by setting the key frames on the respective timing for the animation. Just by using the move tool and adjust the arm control then set key frames to it.













































Exercise 4

Discuss the following questions on your web blog.

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.

The younger lamp is more active, he is jumping with a lot of squash and stretch. With a lot exaggeration. Compare to the larger lamp, It does not have a lot of squash and stretch.

The younger lamp is moving more than the larger lamp. This can be seen in the animation.

The younger lamp is more animated than the larger lamp. Example, when the younger lamp looks sad it will be animated with a sad expression, looking down shaking its head and the larger lamp will comfort him with an animated expression use in the animation.

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.

The timing where the ball roll over to the larger lamp and the timing where the squash and stretch are apply while the younger lamp is playing with the ball( Standing on top of the ball) jumping. The timing of this is very important to create a better effect. The timing plays an important part to the animation. When it is suppose to be slow it is slow when it is fast it’s suppose to be fast. When the younger lamp is sad, the timing of the animation will slow down eventually to express the sadness in him. If he is happy, playing the ball, jumping for example, the animation will be much more faster. This is because he is happy. The timing decision contribute to the humor, at a moment where it suppose to be fast, it should be fast, when its slow it should be slow.

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.

For the joint to work properly, would allow the animation to flow properly and for a good animation. It is necessary for the joints to work properly because the joints play the most important part in the animation. Without the joints the animation cannot work. This is also because we are animating on the joints, each of the part should be link properly, if we are animating the different part that would be totally different. We must first make sure that the joints works properly, so that we will not met with problem halfway through while we are doing the animation. This can result to redoing the animation again.

Reflection on Week 12 Lab

Week 12 Lab is another brand new style of learning. The new style of learning are like looking at video tutorial and do it ourselves. It can be very difficult although it can be abit fun at the same time. I have learn quite alot of new skills during this lab exercise. I have learn how to insert bump map and diffuse. And also on the dope sheet to make my animation, using it to edit the animation and allow the animation to looks better. I think that this skills/tools is very useful to apply in my final project. But i fee l that more practice would be the most important. This is because practice would allow me to familiarize with the tools. I have met with some difficulties while doing the animation. For example, like i have forget to parent the handle with the ball thats why my ball cannot work with the squash and stretch. I have tried several times and i did not realise that i have forget to parent it. In the end i spent alot of time figuring out. Finally i know my mistake. I find that this video tutorial is very long winded. (: But its okay, the most important thing is that i have learn something from it and i have quite abit of fun here. Im done with this Exercise Finally!

Friday, 20 January 2012

Week 12 Lab ( 13 Videos)

Final Video







First, we need to create a new project and save the file to the respective place you would like to save. When the location have been set, go to settings>then make the necessary changes to the settings as shown in the video tutorial.Then we have to set up the grid.(make the necessary adjustment to the value) display>grid>options. The grid is shown above the screen shot.
Then we need to create a sphere. After that we need to adjust the size of the sphere as shown. Then we have to move the sphere using the move tool. Remember to save scene. Next we go to the display menu>show>camera. The camera is shown.
Then we need to set the camera in the correct position to make the ideal view for the animation.
In the perspective view, we need to adjust the and move the the camera using the move tool. With the top,side and front view. As the camera is only able to see in one of the direction, so we have to adjust the camera properly. If not the part of the scene will not be shown or disappear due the improper arrangement of the camera.
After that we need to hide the camera. As shown.
Next, we need to bring out another camera. Create camera>camera and aim. We need to adjust the camera. By selecting the camera and move it with the pivot point
The camera is selected.
When i press 4 and zoom in view.
Next, i turn to the top view and adjust the camera with the specific location
Then, we have to select the plane and change the division to 1 for a big plane.
The plane is selected and its shown in the screen shot
We need to assign new material to the sphere, which is our ball to make it with a better look. So we have to right click>assign new material>lambert>or blinn
By clicking on the small box next to the side of the color>chose ramp> This is to add color to the ball to have a nicer look.
First, we have to select the sphere. Then chose the color and make the necessary adjustment. The reflectivity must me make to 0. Because it is something like plastic
By clicking on the small box next to the side of the color>chose ramp> the attribute editor will show the selection show.
Then,in order to see the texture being apply to the sphere, we need to press 6. We can change the color. by changing the color swatches. We can basically click on the color swatch and change the different color. The color use in the video tutorial are red,green,yellow and blu.
Next, we need to assign a new material to the plane, to make it a better look. Thus creating a better look and feel for the animation.
By clicking on the small box next to the side of the color>chose file>we need to import in the source images for the plane as the ground for the ball to ball. This would allow the animation to have a better effect.
Then we can press 6 to apply the texture. This is the diffuse image of the plank. Its cool!(:
Next we follow the same steps above and import in another source images name bump map. To make the texture more interesting This is how it looks like after i click on render and let it render. The screen shot shown above. We need to change the value of the bump value and the bump depth.
After everything is done. It is time for the animation part. This can be interesting at the same time tedious. But first we need to make the necessary arrangement and adjustment of the value. We must see where we should figure out the place the path of the animation.
We can start with the animation. We must move and place, moving around to place it at the correct place. How it enter and how it exit. Height must be adjusted within the view of the camera so that the animation can be seen. Then we need to select the respective channel and lock the selected channels.( As shown in the second and third screen shots). The placing of the ball is done.
We need to move the ball and also rotate the ball. We need to rotate the Z axis. However the rotate in one direction, does not look very nice. So we should double click the rotate tool. The rotate ball settings. So we need to chose world Z axis. It looks good. We then need to freeze transform the ball with the respective axis.
We need to change the channel value. Modify> freeze transformation. The new default position will appear when the freeze transform is use. As it can be seen from the channel board in the above screen shots.
After we have insert the keyframes. We shall playblast the animation. Then we shall go to animation editor> graph editor. To make the adjustment of the animation. The red line shows the translate X. By pressing "F" we can frame it. The green line is the translate Y. We then need to adjust the tangents.

We shall play the animation and see how it works/play.
Then we shall select the translate and make adjustment.
Then the translate X, It is traveling on the constant speed. This is because it is a straight line. After that, we shall delete one of the key frame in the middle to make it a bit of curve.
As shown in the graph above. One of the dot, is deleted.
Next, the blue line is the rotation line. We should also try to adjust the line, to make the visual of the rotation smoother and better. We need to change the statistics value. We can interact it with the statistics. Or we can use shift- middle mouse click to move/drag it around. We can adjust the key value.
Now, We need to add squash and stretch to our ball. We should go to create deformers> non linear>squash,stretch. At frame 24 we shall squash it and insert a keyframe. And also before we squash we should parent the squash handle with the ball. So that it will move it togehther. The important key, to add squash, we can use the squash handle or we change change the squash factor in the channel value.

After making the squash and stretch, the graph of the squash handle1 will look like this.. Choosing the first part of the tangent> then step tangents
It should look like this after the steps tangents. The graph editor as shown.
Next, we go to animation editors, dope sheet.
The dope sheet as shown. It looks like a spread sheet.

This is the dope sheet and we shall make the necessary adjustment to it.
We need to make the ball bounce faster. Basically, we can select it as a whole and a white box will be seen. We then use the scale tool to scale all the keys.

When that is done, we need to add lighting to it. So we should go to create>directional light. We then scale the directional light up and move it to the respective position as shown in the video tutorial.
This is how it looks like. We can move it around to make an appealing lighting. We can also change the color of the lighting.
Then we need to create the shadow. Use depth map shadow and also tick ray tray shadow. After that we make the necessary settings.

Lastly, we need to change the color to a bit grey> make the shadow transparent. Then we need to create ambient light. Create light> ambient light. We need to move the light down. This it to create a effect of light bouncing off the ground level. Then change the light to slightly light blue. We also need to adjust the ambient shade. All done and ready for rendering.




Exercise 2

From your (still very) basic experience with 2D and 3D animation, discuss the following questions on your web blog.

1) Do you need to be able to draw well to create good 2D animation? Explain your view.
I think that drawing is the very basic of everything. Drawing is like planning. If we are designing something, we need to sketch out our sketches this would help us visualize better. I say that drawing is like planning, this is because, and we plan what to do before we start with our work. This would allow a better efficiency same as drawing. Personally, I feel that if we want to create a good 2D animation, we do not have to draw well. Drawing out the character we wish to animate is just to give us a rough idea how it looks like. The important thing is the parts of the character we are animating. The focus is on animation not drawing .The drawing can be not well drawn, but we have to understand how the different parts of the characters work. This would help us to have a better/clear understanding on how we should start doing the animation. Animation is to animate something. How to make things move, jump and so on… The skills on how we animate it is more important compared to are we able to draw well. If we are able to draw well but the skills of animating is not good. In the end the character might turn out to be nice but the animation looks not appealing to the audience. Lastly, I feel that we can just draw a simple rough sketch would be fine already for our 2D animation. Doesn’t have to be well drawn. If we can draw well we can apply our skills to make things better. There are always different types of view towards a single topic.

2) Do you need to be able to draw well to create good 3D animation? Explain your view.

Talking about 3D animation, it is about 3Dimension. The very first part we need to do is to look in 3D, the object we are animating it. We have to draw in 3D. Therefore, I feel that we must at least know how to draw 3D perspective view. This is the more important part. We do not have to draw very well…We can just simply sketch out how it looks like in 3Dimension, Where the perspective is point and so on… Thus it can be easy for a person who cannot draw well. But we must know how to animate it well! 3D drawing and animating it can be difficult to do compare to 2D above. As I think that drawing can be not really good, but we can use the tools and polygons in the maya to produce something that is same as the character. We can draw primitive’s shapes. This shape is in 3D and it is easier to draw and lastly we can combine it together to form the character. Lastly, I feel that we can just draw a simple rough sketch would be fine already for our 3D animation. Doesn’t have to be well drawn. If we can draw well we can apply our skills to make things better. There are always different types of view towards a single topic.


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 poor animation is where the animation doesn’t work smoothly and some parts of the object does not work well with the timing. A poor animation can also be due to timing of the key frames and also setting of the key frames. However a good animation is the opposite of it. The animation works smoothly. The key frames were set at the correct position and all the parts are fixed and rig in a proper way. This would allow the animation to looks good.

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.

I don’t think it affects how my approaches of the animation. This is because the techniques mention above are all the skills use in animation. Actually, the graph editors very useful in helping us manipulate the timing, rates of change over time. We can also adjust the points and scale it or somehow to make the animation looks more convincing and nice. Basically, I feel that animating something, no matter what you use, the most important thing is that you use it at the appropriate situation and using it correctly.

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.

In creating animation in maya, maya has a load tools to use for my animation, although it is hard to handle all. Time is needed. Maya did well in the terms where setting the key frames would allow the auto key frame to adjust the timing at the point where key frame is not set. There are also graph editor, which allows us to adjust the timing, the points where it lands or where it bounce for example to a better effect, using the different tangents that would be indeed helpful for the animation to work better. This would allow a better animation. The part where Maya does not do so well is that whenever we start doing animation , we have to check on the animation auto key is turn on, thus it would allow us the user reduce the error while animating it. The other point where Maya does not work well is the channel box. Sometimes for example squash and stretch. We need to change the factor in the channel box and press the S key to set a key frame. However when we set the key frame by pressing S the S will be insert to the channel box. Sometimes it is very frustrating.