Tuesday, 14 January 2014

Critical Review

After animating my 3D model, I presented the video to my peers after of which they gave me their feed back. The first point that was made is the back ground of the video, being dark it blends in with the shadows of the model so it would of been better if I had made a sphere and inverse the normals and then make it white to stop it blending. Another point that was raised was that when the Robot leaps the knees bend backwards for a moment, this is due the joints IK hands not being moved to the correct place so the knees would face the correct way.

Another point that was made was that the animation is overly simple, this was due to me changing my animation sequence half way through the process, this was due to me realising that my previous ideas were far too complex for my current skill level. This lead to me having to write a new story board and shot list, taking more time out of the animation process so timing was also an issue.

Also another issue I had with my model was the joint orientation, which also had a part to play when the knees switched their facing in the animation. I could sort this by taking more care when setting the joint orientation.

It was also mentioned that the models rig works well as none of the model distorts as it moves also the pacing of the animation was done well, keeping everything in sequence, this was because of the way I set up the animation, working in sequential blocks.

Sunday, 12 January 2014

Animation Process

The process of my animation had to be kept fairly simple due to me having to start from scratch as I mentioned in my previous post. The process itself starts with my model being in a standing position with its arms down by its side.

The next process was to gauge the key frames for how quickly I wanted my model to move, in my case it was 40 frames to a step, the purpose of these frames was to have a basis for which I could start my walk cycle, these 40 frames where spaced for both the legs, with the first set starting at 40 and leading to 80, 120 and so on with the other leg starting from 20 and leading to 60, 100 and so forth, this was the movements of the legs would alternate. The image below gives an example of this.


The next process was to animate the waist, knees and ankles, these animations would be done within the 40 frame increments which where used to move the feet for the basis of the walk.

 The image above shows the keys frames that where used to make the robot walk for roughly 3 paces, this involved rotating the ankle up for the start of the walk, before the foot connects to the ground fully. the knee was bent slightly aswell so that the thigh wouldn't be straight with the lower leg, this was copied in the middle of the first 40 frames. This resulted in a slow, heavy walk, which I felt matched the appearance of the Robot model. The next step was to make the robot break into a run. This was process was done in the same way as the walk but the actions where more extreme and the key frames where placed closer together. The more extreme the leg was brought further back, this involved moving the waist, knee and ankle joints so as the robot ran the ankle would move slightly towards the middle of the model.


The next step was to animate the arms and torso to match the movements with the legs, the torso was simple enough to animate, simply rotating it to counter the movements of the legs, again using 40 frames of movement for the walk and 20 for the run. To animate the arms I had to make sure that the opposite arm would move with the opposite leg to make the movement look fluid as possible.

The arms where also simple to animate, simply putting a slight bend in the elbow and then rotating the arm back and forth to match the movements to the leg. To animate the arms for the running sequence was slightly more complex, having sharper movements, like that of the legs, the still frame above shows how the arms and legs move with each other.

The hardest process for me to animate was for the robot to crouch, getting ready to leap, straight after stopping a run. the reason why this was difficult is because of the IK handles. When the model crouched down, the model would bend the legs backwards, so to try and correct this I moved the IK handles how ever this cause some issues in other sections of the animation such as twisting the legs to make the walk more cumbersome. To sort this I had to add addition key frames for just the IK handles. This only made the only made the this unwanted movement less noticeable, however, other than this issue was easy to animate, bringing the arms forward at the start of the jump and then straightening out the model with the arms brought back as the it leaps.
For the landing section, I brought the legs forward and the knees up along with the arms, bracing itself to land.




















Saturday, 11 January 2014

Reconsidering animation

After attempting to animate the shots I had previously posted, I've come to realize that my current plan is far too complex for my current level skill. With this in mind I've decided to rethink my animation. Complete with a new shot list, story board and action script.

The idea that I have in mind is a simple, walk with leads in to a run and jump, shown through multiple camera angles to show more of how the model is animated. The new story boards, shot list and action script can be found below.

Shot list/Action script


Mid shot of Robot walking

Mid shot of the right side of the legs walking

3/4 view of the Robot walking

3/4 view of the rear of the Robot walking

3/4 view of the Robot breaking in to a run

Mid shot of the legs running

Mid shot of the right side of the Robot running

Rear shot of the Robot Running

Mid shot of the Robot leaping

Side shot of the Robot leaping


the reason why I chose these shots is because they're reminiscent of how the Iron Giant runs and jumps into the forests lake in the film, however, I wanted to add a few more shots of this sequence to make this more interesting to the viewer.

                                                                          Story Board




Tuesday, 10 December 2013

Model Shot List, Action Script and Story Board

Below is a copy of the shot list that I intend to use, I've also combined this with an action script, I decided on these movements as they show a wide range of poses for me to animate.

Establishing shot of model standing holding weapon. Camera rotates around the model to show the details of the model.

Mid shot of robot running to cover.

Wide shot of robot reaching cover and then crouching down to protect him self.

Mid shot of robot rising from cover and preparing to fire weapon.

Close up of weapon firing.

Mid shot of robot quickly crouching behind cover to protect himself, uses hand to protect its head.

Close up of robot holding head.

mid shot of robot rising up to look over cover and ducks quickly again

Wide shot of robot breaking cover and then vaulting over it.

This shot list will then be interpreted into a story board which will aid me when it comes to animating the model.


My 3D Model Animation

For my models animation, I've come up with a selection of ideas which I'll be giving both pro's and con's to help me to decide which project would be the best to do. I'll will also be importing this animation into a video to help with another project.

For my first idea, I've come up with a battle scene. In this scene my model will be using a weapon which would be appropriate to the footage i'll be placing him in. For example, if I put him in a city scape, war zone, etc, modern weapon such as a rifle would be more appropriate. If i wanted a melee weapons, an open area would be most appropriate, giving the model more space for the elaborate movements. If i went with either of these version I would have to model the new items.

With the melee combat theme the model will most like be using the weapon as if training, so sword swings, hacks and slashes would be the best way to use this idea, also for the weapon, multiple ones would be used but I feel it would be best if I used a simple sword, this is due to being simple to create as a 3d object for the model to use due to being symmetrical as apposed to an ax or other weapon. The scene itself will be multiple camera angles, mid shots, wide shots, close ups with the camera panning and tracking. The background footage will have to be simple however as having a complete background would make it difficult to achieve an animation as described above.

The other theme would be ranged combat, this would involve the model using a rifle, like the idea above I would have to make a new prop for the model to use however this will be simple to do due to being symmetrical. Also the animation would be simpler as to use the weapon only the torso needs to be animated. To add more to the scene I could make the model run to cover, duck and vault over an object. The most ideal background footage or image in my opinion would have to be simple, i.e just the environment and no other people in the image or footage.

My second idea is to place the model in a city scape, either in a street or ally way. The model would be interacting with objects in the environment, such as looking down at object on the ground or looking through windows. I could also make an item which he could interact with in the environment, such as a car, box or something of reasonable size, it might be easier however if I imported a ready made mesh.

My third idea will be to place him in either a game show or as a chat show guest. I feel this would be a complex idea to produce as I'll have to mask out the another character in order to place him in the scene. I'll also have to match the models movements in order for it to work as an animation. The game show would be easier to produce then the chat show as I'll only need to animate from the waist up and the contestant being replaced can be removed easily due to this.

I think the best idea for me to go with would be the combat scene, this is due to me being able to animate the model whilst having a still image in the background. This will also remove the need to replace any characters like my other ideas would require. Out of the two combat themes I feel that the ranged combat one would be best to do as it not as overly ambitious as the melee combat theme. Also with the combat theme I'll be able to write my own shot list and make a story board which will help with the animation process.


Tuesday, 5 November 2013

Second Attempt

Today I had another attempt at animating the model, which yielded far better results then last week. I've managed to produce a short walk cycle however there plenty of room for improvement for the character.


A video preview can be found below.



To help me produce this walk cycle I used this image which has the joints and points of movement highlight in red, it also shows that when the model walks between steps, his height decreases, I've tried to to do this in my animation but it isn't noticeable.


DV2901 Tuck Roll and Flex - Maya refresher and basic animation

In today's lesson we had a refresher on how to animate and manipulate objects in Maya, after a short time I managed to get back to grips with using the program and setting up a basic animation but, I'm having some difficulty with making adjustments to the animation such as smoothing out the movement during plat back.

I have been using the technique, process and information provided by our lecturer.
the techniques I've learnt involve using tools knows as dope sheets and graph editors to manipulate the models movements. I have learnt these basics in terms of theory but i'm having trouble putting them into practice.

at the start of the lesson we where given a basic, ready made model a human, with its rig already added to the model. The basic model start outs like so:


this image also shows the points of movements for the knees, wrists and hands. I manipulated these points to move the model, which resulted in the pose shown in the image below:


This image shows the basic movement of moving the arms down the waist level. to animate this model, i created a key frame and moved the parts of the model i wanted to animate, in this case the arms to create a waving motion. after this i created a new key frame to make the next movement and so on. this was to make a short animation, however due to an issue with the either the dope sheet or the graph editor that motion was rough. An example of the dope sheet and graph i used are below.

dope sheet

graph editor