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.
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