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project 2

Week13: Animation & Shelter

Sessions with George

Shelter

Advanced Body Mechanics

This week

I have done

Modified the standing pose at the beginning as well as the details of the upper body, the orientation of the face when falling, based on the feedback from last week.
And revised the keyframe pose based on the reference video.

Added some hand and foot animation details, trying to make the animation look more fluid.

https://syncsketch.com/sketch/ODFjNTA3YjZi/

Blocking is an animation technique in which key poses are created to establish timing and placement of characters and props in a given scene or shot.

Benefits of Blocking:

  1. focus on the key poses for the shot
  2. easy access to poses for adjustment
  3. less costly to modify

Next week

Will do


Revision of blocking again, and completion of blocking to spline.


Shelter

This week

Pre-animation work continues this week, based on the progress made at last Sunday’s meeting and feedback.

This week

What I have done?

I went on to complete the model of the tree as well as the textures and did the water effects.

After deciding on the character’s costume, I drew a three-dimensional view of the character.

Tree

1)

I am having a little trouble adding a leaf. Do the leaves need to be moved and how can I do it in a way that recreates the design.
At first I used the software to make the leaves and I always felt that it was strange and didn’t really reproduce the feeling of a large piece of foliage.
Then I had a discussion with my team and I realised that the tree didn’t need to move and the leaves didn’t need to be animated for this shot.
Because of this, if it was more time consuming for the software to do it, then I could just use mapping to create the leaves.
I studied these two YouTube videos to create the leaves through a transparent texture background.

Video:

2)

I processed the suitable leaves in PS, adjusted the colours, shapes.
And made the alpha channel and tga format and put it into maya to match.
Note: you need to crop the leaf shape a bit, as it is mapped to a flat surface when imported.
Adjust the curvature, size and direction when placing the leaves.

3)

Unrolling the trunk UV and drawing the mapping

The final effect:

Progress:

Water effect

4)


The boss system in Maya was used to create the water and adjusted to the appropriate parameters.
Two layers of water were created and adjusted to different coefficients to simulate the effect of water waves colliding with each other.

When I specify the water material, I find that I cannot specify the colour of the water in any way when I use deep water.
Even when changing to a normal material, I couldn’t specify it.
I gave up on specifying the colour of the water directly and added an environment sphere instead. The colour of the water is mapped through the light map.
When compositing to the scene, the light will simply be assigned to the water so that it will not affect other objects.

Progress:

Three-dimensional view of the character

5)

After finalising the details of the character’s costume, I drew a three-dimensional view of the character.

  • Members:

Yuhan: texture of the scene
Tang: Detail of the boy’s costume, outdoor scenes

Yuhan

Tang

Next week

Will do

Conference feedback

  • Jiaruo: character rigging
  • Yuhan: texture of scene
  • Tang: texture of scene

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