Wednesday, 23 March 2011

Friday, 18 March 2011

Animation - Path

The path animating technique is probably the easiest technique to use. first you create a path, whether it is a line, or a rectangle, circle or even a free drawn line. Next Place an object on the path by going to "Animation" - "Constraints" - "Path Constraints". With the object or camera selected click on the line, which will place the object on the path. When the animation plays the object will move around the path.
In this case the ball has been linked to the circle, when the animation plays the ball will move around the circle.



Saturday, 12 March 2011

Basic Animation Tutorial

Now that the modelling side is over the animation has begun. To start we first need a shape of some sort to move around, so create a shape, in this case a torus knot.
Now that we have a shape the animation can begin. To start the animation we need to click on the set key button at the bottom part of the screen, this will bring up the animation mode. To animate you simply click on the set keys icon (Picture of a key) to set the first key frame in the animation.
To animate the object simply move the timeline to the place where you want to set the next key frame, then move the object where you want it to go and click on the set keys icon again.

This has now set the object in its new position. You can check to see if it has worked by moving the time line up and down over the key frames you have set. Simply repeat the steps until you have completed the animation.
Now that the animation is complete the file needs to be rendered. This is done by going to render setup and selecting the number of frames that need to be rendered.

When the number of frames has been selected go down the menu and click on the render save file option. This allows you to save your file in video format so that you dont have to keep rendering it everytime you wish to view the file.
Save the file in avi format which is a standard video format.
Below is the simple twisting turning torus knot:

Thursday, 3 March 2011

Storyboard

As the models have been created i have given a lot of thought as to how i want them to appear in an animation. Below is a storyboard of my ideas and how the scenes will flow into one another:


Wednesday, 2 March 2011

Research Board

Here are a few ideas for my animation using the models i now have:

Model 3: Person

 The final model is the model of a person, which can then be replicated and changed slightly to form different people. To begin a box has been created and given segments. Next convert it to and editable poly and take the two points on the lower part of the box and move them up.

Next extrude several more layers from the top of the box to make the torso of the person bigger. When this is done take the top two corners and move them out a little, this will form the arms.

Next move back down to the two sides and extrude both at the same time. This will keep both legs the same size and will save a lot of time trying to make them look the same if done one at a time. When roughly half the leg is done the bevel tool can then be used to form a knee cap, this can be adjusted slightly once the leg is complete.
Once you reach the end of the leg then the two faces either side of the leg can then be selected and using the bevel tool can create two feet on the person.


Now two arms can be created using the same technique for the arms, extrude both faces on the side until the arms are long enough. About half way up the arm two sides can be bent in slightly to for the elbow joint.

From the centre face on top of the shape a new rectangle can be bevelled out to form a head shape. The rectangle can then be bevelled back down to round off the head rather than ending it as a flat top. Now that the basic shape of the person is formed an appropriate colour can be selected. Black is most used in a normal suit so the whole person is coloured black. For contrast a red plane has been added so that the person can be viewed during render tests.

Next to form the basic shape of the shirt, for this an upside down cone can be used. The cone can then be placed in the centre of the chest, converting it to an editable poly and extending the point a little way down the chest.

Using the line tool an outline of a collar is drawn to add more detail to the suit. This line can then be lofted to give the collar a 3d affect. Once one side has been sized and placed it can then be cloned and rotated for the other side of the suit.

A small box is then drawn and edited using editable poly to form the look of a tie. This is simply done by bending the vertex in on the top part of the box, and bending the vertex out on the bottom part of the box.
The loft tool can again be used to create a belt; this can be done by drawing a rectangle using the line tool, then instead of using a circle to get the path a rectangle can be used instead. This forms a long, thin rectangle with a large gap in the middle of it. Once sized and adjusted by converting it to an editable poly the belt appears to be hanging around the person’s waist rather than the person standing in a rectangle ring.


As I am mainly modelling odd job a hat is needed for him. This can be done by creating two cylinders, one thin and tall, the second small and wide. These can then be grouped to form the hat; most hats aren’t completely circler so by converting it to an editable poly and bending it slightly makes the hat more oval than round.

Lastly some facial features can be added to make the person look more like a person and not a rag doll. The eyes are two simple spheres that have been bent slightly and the black parts of the eyes are two smaller spheres. The eyelids are boxes that have been edited using editable poly and then shaped around the eyes. The lips are another slightly larger box that has been shaped using editable poly thus forming the basics of the person.

Model 2: Aston Martin

The second model will be the Aston martin from the movie goldfinger. To begin two planes are inserted for the blue prints to be placed on, this will help model the shape of the car. Next a box has been added and placed where the main part of the car will go. Using the blue prints as a guide the general shape can be modelled using the poly tool. The box has been broken up into segments to make the modelling much easier.


Once the box has been mesh smoothed to make the shape more rounded, the wind screen needs to be added. This is done by creating a box and converting it to and editable poly, this allows the box to be moulded at will. This box too is then mesh smoothed and placed in the correct position.

This step can then be repeated for the back windscreen.

Two more boxes are then created, converted to poly and moulded to form the two side screens in the car. Once these two are done they can then be cloned and placed the other side of the car. This keeps the side screens the same size and shape for both sides of the car, without having to draw separate boxes.

Next two spheres are needed for the front headlights, first creating one sphere and making it the correct size. This can then be cloned for the next headlight too.

The bonnet of the car can also be created using another editable poly box. Once moulded and mesh smoothed it can be placed at the front of the car.

The two rear headlights can be created using another box that has been moulded using editable poly, mesh smoothed and cloned to form the two rear headlights.

These form the basis of the car, now a little detail can be added. Using the line tool draw a shape around the first side screen to form the shape of a door. Next create a circle and using the loft technique a solid 3d door frame can be created. Once the fitting and size has been adjusted the frame can then be cloned to form a door frame for the other side.

now moving on to the wheels of the car. To begin a sphere has been created and sized to match the size of the tires from the blue prints. The sphere is then cloned three times to mark the place of the four tires. Using the Boolean technique a space can be cut out of the box shape to make way for the tires.

Here the spaces in the shape indicate where the tires are to be placed.

For the wheels the lathe tool will come in handy. First by drawing half of the wheel and adjusting the pivot point the lathe technique creates a 3d wheel.

This wheel can then be sized and placed and once again using the clone tool can make many more even tires.

Now the basic shape and form of the car has been created there is still one thing missing, the colour.
using the same metal from the laser model the car is instantly given a shiny metallic look and already feels more like the Aston martin. The wheels are broken up into two parts, the inner part of the wheel is given a creamy coloured look, while the outer part is given a black look to match a tire.
The wind screens are all given a black chrome glazed look to round of the main features of the car.

Now that these parts are complete a little more detail can be added, to round of the whole feel of the car. First a small editable poly box is created, moulded and mesh smoothed to form a door handle, this brings the door to life.

Next using the loft tool again a small pattern is created on the bonnet of the car which gives the illusion of an engine inside the car.