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.

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