Saturday, 7 January 2012

Week11 Lab 2 Squashing and Stretching

Final Video







First, i need to create a polygon sphere and group it to itself twice. By pressing the shortcut key CTRL-G.
After that i need to rename the groups to the name stated in the document. Changing each of the group, using Modify>Center Pivot.
Next, is by creating the rig using a deform-er. We must select the translate_ball group in order to do the following steps. Create De former>Non Linear>Squash. This would allow me to see the squash handle.This squash1handle will be create in the out liner. This screen shot is in a wire frame mode. Therefor the handle can be seen.
Then, we will parent the squash1handle to translate_ball. Firstly,i need to select the handle, then press control and select the translate_ball group in the out liner. Next P is a key to parent the handle to the group. Lastly for this step, we need to check the out liner to see the hierarchy placement of the squash1handle. It should look the same as the screen shot shown in the document given.
Tranlate_ball- Locking away unused channel attributes in the channel box. In the screen shots above, we will lock the rotation. As shown highlighted in blue. It is already lock. We lock it because we don't have to change the rotation scale or visibility for the group.
Rotate_ball- Similarly, for this rotate_ball, it uses the rotation, so we cannot lock the rotation. But we have to lock the other translate, scale and visibility. The channel box should look like this.
ball-There is no need to use the ball object. So we shall lock all its channel as shown in the above screen shots highlighted in blue.
Lastly the squash1handle, do the same steps. We just need to follow the screen shots shown in the documents.
Next, i set the color of my plane and change the necessary inputs-Max Expand pos. As this will affect the deformation shape of the object . If we want to animate the ball with the squash and stretch effect. We need to change the value of the factor constantly, to give the effect.
Before we start doing, we need to go to windows> setting/preferences>preferences and chose settings in the categories windows. We need to change the time to PAL(25fps). Follow on, we can do our animation.
We need to work with the translate_ball. This is because the group determines the translate XYZ. Where the ball bounces up and down and one side to the other. By starting the animation, we need to insert the keyfames in the respective place or by inserting the numbers in the channel box for the translate X,Y and Z. Then we need to set the key frame by presisng S. The shortcut key. When a keyfame is inserted, a red line will be seen. Actually a table is given for us to key in the translate X and Y on the respective keyframes to give the correct timing and animation.
Next, we need to go to animation module and select window>animation editors>graphs editor.
A graph window will open. Translate Y dictates the up and down bouncing motion of the ball. While translate X is the curve as it is almost a straight line.
Then, we need to flatten the tangents. As there are 2 tangents at any point that control the behavior of the curve before and after the point.
Secondly, we need to select all point at the valleys of the curve. We need to click on the icon- Break Tangents. This is to make sure that when the ball falls from height it could gather the momentum. It will slow down when it rebound front he surface to a height and eventually come to a halt before falling back to the ground again due gravity.Therefore, we have to adjust and flatten the peaks.
Eventually, the ball will roll at a certain frame. Now, we need to the out liner and select the Squash1handle. Then we need to select the frames at where the ball will fall to the ground and squash, we need to change the factor to -1 or -0.9...If the ball regains it shape or going to regain its shape we need to change the keyframe to 0 and 1. Nothing more than or lesser than -1. But if we want to exaggerate it we can increase the value. Lastly also remember to press S to insert the key frame.


We can assign new materials to the sphere, checker 2D texture will be good. This is because we can see the effect of the ball rolling. First, we need to select the rotate_ball. At frame1, we need to set the keyframe with the rotate Z value of 0. Then set a keyframe at frame 100 with a rotate Z value of -1200.

In conclusion, we can see the ball rolling at frame 85 to 100. Turn off the grid and uncheck the deformers under the show command in the persp window.(:

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