Friday, March 11, 2016
Wednesday, March 9, 2016
Combination Kicks Animation
I like Character Animation. This exercise was to understand how Body Mechanics work.
I had a reference video and i used Pose to Pose animation technique.
That is, first i gave the key posses. My mentor call these the GOLDEN POSSES.
The key posses and breakdowns define the action, hence they should be perfect and strong
which brings out the body language.
In animation body language is very important to show the characteristics or the action of
the character. For example in this project the model does not have face, but still
the emotions should be projected through out the animation.
This can be achieved by giving the Golden Posses.
Every Animators have one word which they won't forget
even if they are brainwashed. TIMING. This is
the most important aspect in animation. So
getting the time correct is what i did next. We have to main it through
out the work.
And a Life savior for me was Greece Pencil. I never noticed this little tool.
But trust me if you want to get the line of action right, nothing
else is better. With Greece Pencil we can draw on the scene, which allows us to
get the action to the golden level. Best for animators who is used
to 2D Animation.
Then at last comes tweaking or rather called polishing. I used a bit
of graph editor for this. Where ever the timing, slow in and out doesn't work
as we want in timeline, I go for Graph Editor.
That is it I guess. Oh and I am modifying the ending action of the character, which is pretty
lame in what I did here. It will be updated by this week end.
:)
Saturday, March 5, 2016
Cloud Simulation Dynamics
Cloud Simulation created in Autodesk Maya.
I created it using 3D fluid container. The cloud shape was obtained
changing values in texture attribute in fluid shape.
The colour was given in shading attributes. I enabled self shadow in lighting.
The picture we see below is what we see in viewport. The output
is obtained only in render window.
The animation was given using expression for time in
Texture attribute of fluid container.
Gave batch render and composited in After Effects such as colour
correction, background, lensflare etc.
Looking forward to upload more Visual Effects.
:)
Thursday, March 3, 2016
Bedroom Lighting.
I got the model from 3drender.com.
I started off with light value study. This gave me a clear idea on where light and shadow
must fall. It also helps me decide what all lights to use
and where all to place it.
Then i gave materials and textures to the mesh. For this lighting exercise,
I used physical sun and sky, portal lights which will light up the room.
And some more lights to give specular for the objects
and I also used light linking.
I also used render passes such as Ambient occlusion,
irradience, specular and diffuse.
And at last for the rays i used parti-volume material and infinite light.
Then I had to composite it in Photoshop to get this output.
:)
Lamborghini Lighting And Material
Material and lighting exercise done in Autodesk Maya.
I downloaded the model from one of the sites. Gave car paint material and gave some changes.
Then i gave lighting for the scene. This exercise was especially to understand
and play with material more than light.
I gave an Ambient Occlusion render pass and
composite it with Adobe Photoshop.
Occlusion gives it more depth and appealing soft shadows.
:)
Light Value Study
I love lighting and this is the first light value study i tried.
Light value study is to understand how light works in a scene. Where light is coming from, where it hits and where the shadow falls. Its very important to know the value of light and shade.
Usually light value study is done in one material rather than textured output.
Ever since my Sensei taught me this mehtod, I have been using it for all my lighting works. It helps me understand and feel how light works.
Oh! And this model was downloaded from 3drender.com.
:)
Character Rigging
Character Rigging Assignment done in Autodesk Maya 2016.
The character was provided by my faculty. Started off with the joints to create skeleton.
After Skeleton was completed, i gave IK handles to necessary areas such as Spine, hand and Leg.
Also gave controls and FK handles for spine, hand and fingers. Used different constrains to connect the controls.
Then Skinning was a bit challenging but with GEODESIC VOXEL method, it made a bit easier.
After Skinning was completed i moved to Blend Shape for the face. I gave a couple of blend shapes for starters and gave a Face GUI.
I still got some tiny bugs to fix.
And of course the Master Control. :)
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