Tuesday, 19 May 2009

Completing the animation

Once all of the seperate scenes had been successfully animated and recorded, I needed to comile them into a sequence. To do so, I collated all of the recordings into Windows Movie Maker, and positioned them in sequential order. Some clips had to be shortened in length to improve the flow - although I generally had recorded longer clips than I intended to use, to allow for editing.

Some scenes were joined directly - quick transitions between clips giving the impression of an instant camera change without the flow of the movement being disrupted - this can be seen such as when there is a close-up of his hoof as he walks over the remote control, and also when seeing his hands holding it.

I used a couple of fade transitions in places where a little time was supposed to have passed between the two clips - the Minotaur running away from the TV fades out, with him behind the sofa in the next clip. This allows for the viewer to accept the flow of the animation where a few details have been left out, to avoid unnecessary complications in animation.

The TV screen shot has been used the first time the character looks at the screen - however later I have edited shots directly into the sequence - this is because the first shot establishes that the video is on the television screen.

I decided to opt for a "silent movie" approach to the sound, as I dont have much experience in that area. The music I used was actually composed as a silent movie track, which was meant for the purpose of background music that completes the scene, without detracting from the visuals (the particular tune used was named "Olde Timey", which I chose from a website that hosted various tracks in the genre)




I am pleased with the end result of the project - although I had no real animation experience in the past, I feel that I have created a character with some personality, and succeeded in making a complete sequence. Whenever I found a problem, I managed to find a way around it - since the end result is the main importance, I found it was good to be able to look outside of the box and consider other ways of implying actions, or creating the effects that I wanted to portray.

Monday, 11 May 2009

Animation Pt 4

The final stages of animating my character was showing him watching the TV. To do so, I then used a complete biped once more, and positioned his torso and arms to give the impression of him relaxing on the back of the sofa. I then used keyframes to animate two slightly different scenes:

1) The first consists of him appearing to watch the screen, tilting his head as he observes the video with curiosity.

2) The second of him waving at the screen - this was initially meant to be him waving at the characters on-screen, although with the camera angle it gives the impression that maybe he is waving at the viewer. Either way works however, and gives a nice result.

I animated these scenes by keeping the biped positioned behind the sofa, using auto-key to manipulate parts of his arm and head to move along with the timeline.

After this had been done, I researched into how to apply a video to the TV. After a little searching, the method I found to work was to create a .tga (Targa) sequence. To do so, I took a few clips of a cartoon, and edited parts together within movie editing software.

Once this was created, I used a programme called VirtualDub to convert the file to a .tga sequence. I then applied the sequence to a plane that acted as the television screen, and recorded a few hundred frames of a still shot of the screen, showing the video playing on it. I did initially have some trouble with this - but this was due to my own error at unnecessarily altering a value I didnt need to, whilst working out how to use video within 3D max.

Monday, 4 May 2009

Animation Pt. 3

I wasnt sure how to implement video into my project at this point, so I decided to leave the TV sections until the end of animation - the actual animating would be fairly simple at these points. I next used the footsteps tool to create a short running clip which followed the first TV clip.

The next task I had was to create a scene of my character peeking out from beyond the sofa. To do so, I positioned a camera facing the front of the sofa, with the character model behind it.

Instead of animating the entire character to actually kneel behind the sofa and actually do the complete action, I only worked on the body parts that you can actually see - obviously there was no real need to work on complicated motions that would not be seen in the finished item, rather give the illusion that the character does these things.



So, to get the effect I was after, I animated the model's hands reaching over the sofa, keyframing the hands and fingers to curl around the top of the furniture. To give the illusion of the minotaur pulling himself up, I actually copied the head of the character, and animated this moving freely - since the actual body cant be seen, it gives the effect that the parts are moving in sync.

Thursday, 30 April 2009

Animation Pt. 2

In order to keep things backed up and prevent causing problems on other parts of the animation, I saved each part of the animation as a new file - this allowed me to work with things on the current section without influencing anything other part of the timeline.

After using footsteps, I then had to manually manipulate the character to animate him. His first movement was to realise he was about to step on a TV remote, and pull his leg back whilst looking down towards his feet. To do this, I took the final frame of the walking animation, and manually used keyframes to rotate and pull the leg joints so that he would pull his leg back, and also set keyframes for his head to animate. I did find a few problems with enveloping at this stage - so I had to fix these when necessary, in the same way as I had done before.

He also reaches down with his arm, as if to bend to pick up the object.



Next, I wanted to have him pick up the remote. I saw this as quite a complicated motion - but however, I think in this kind of situation it can be advantageous to use cameras and cutting things to suggest actions without actually seeing them happen - in this instance you see him bending down, and then the next thing you see is him standing up with the remote now in his hand.

I then used keyframing to move his back, arms, and head - whilst keyframing the remote to move with his actions. I quite liked the use of camera work here as I felt I got some good angles on what was going on.



Next, I used more of a first person perspective - this was perhaps one of my favourite parts of the animation. Instead of watching the minotaur simply doing all the actions from one generic view, I decided to mix it up with various angles. In this way, you can see the Minotaur looking at the remote, and I then used keyframing to animate the hands and fingers, so that he appears to press the remote.



Monday, 27 April 2009

First animation

Once the Biped was applied properly, I could then begin animating. Before I did so, I made sure to apply the last changes to the scene, in order to make sure that all of the clips would be consistent when rendered, rather than adding to the scene later.



The first thing I needed to do was have the character do a walk animation. To do so, I used the footsteps tool. The way this worked was to select the biped, and in a dialogue box choose the amount of steps, and choose the stride/gait etc. 3D Max then generates the motion for the biped, and in turn animates the character. To start with, I simply had the character walk into the room, and using a second camera I did a clip of the character almost stepping on a TV remote. When edited together, they should flow into one scene well, simply appearing to zoom on the foot closer up.


Monday, 20 April 2009

Fixing Envelopes on the Biped

Applying the Biped to the polygons, although partly making the character ready for animation, was not the final step before I could use it, though. In some instances, when I moved a part of the biped, some of the vertices of the polygons did not move properly, and created very obvious problems for animation.


The reason for this was because when the biped was applied to the model, it used default settings to create envelopes - telling the program which vertices are "attached" to each part of the biped. Since the envelopes were not big enough, they missed some of the vertices further from the limb, and left them behind creating a stretching effect. However, if the envelopes are too big, they can also pull on vertices of other polygons you dont intend them to.

To fix this, I selected each part that was suffering from this problem, and then clicked on the modify panel, and clicked the "Physique" heading, then "Envelope". From here, I could modify the size of the envelopes to make sure they incorporated all of the vertices that should move with that limb.

Since I did not seperate the legs before applying the biped, the envelopes would sometimes interfere with the leg opposite, which did cause a bit of a problem. However, I managed to get around this by unlinking all of the vertices from the biped's legs, and then locking the vertices in the opposite leg as I manually applied the envelopes to them individually.



Once all of the envelopes were fixed, the Biped could be moved to manipulate my character properly.

Monday, 13 April 2009

Applying the Biped

Once the biped was correctly aligned with the character, I then proceeded to edit the structure to fit my character as well as possible. Using the scale tool I could widen the leg and arm joints to fit the structure more realistically - since the minotaur has fairly thick legs and large feet, they are quite different in scale to a human structure. The head also had to be scaled up quite a bit, seeing as the character has a large head for its body - partly due to its bull-like appearance, and partly due to its cartoon-like quality.

Once this was done, I then selected all of the polygons that make up the character, and applied them to the biped. Now this was done, I could then manipulate the biped to make the character move accordingly.

Monday, 6 April 2009

Putting the Character model together

Upon finishing modelling my character, I looked into the animation process. However, I found that many methods of animation used characters that had been modelled from one single poly that had been edited into the shape of a character, rather from seperate parts that had been pieced together. Therefore I had to look further into methods of creating a character from multiple objects. Doing research online I discovered that this would be possible by applying all of the polys to a single biped - a sort of skeleton within Max.



To do so, I positioned my character with its arms outstretched, with the arms, hands and legs all in place, and dragged a biped out to the same height of my minotaur. I then proceeded to move the biped's limbs so that the skeleton sat within my model, with the leg bones in the middle of the legs, arm bones in the arms etc. The hands were a little more complicated - to do these I had to define the biped to have 4 fingers, and 3 sections to the fingers so that they could bend realistically.


Monday, 30 March 2009

Creating a setting

The main focus of this project is the character itself - however in order for the animation to work I need to create a setting for my character to interact with. Therefore I have created a room in 3D max. I have not gone over the top with extra detail as this would slow the rendering greatly. I have created a simple living room, with a door, window, TV and sofa.



To create the sofa I used various box polygons, which I shaped by converting them into editable polys. Once I had gotten the various parts into the right shapes, I grouped them together and set them in a suitable place. The television was made in a similar way - by pulling in vertices at the front to create an indent, within which has been placed a plane for the screen. I intend to add a video to this screen later on as part of the animation.

The door and window were both created by using the Boolean tool to cut holes in the wall polys, and then using box polys to model the door and window frame, etc. The glass of the window itself is a thin box poly, to which I have applied an opacity and a small amout of reflectiveness.

I will texture this to a degree, but my main aim with the room is to keep it simple, to set the scene whilst avoiding large amounts of rendering time.

Monday, 23 March 2009

Hand V.2

I found that although I liked the fingers of my original version of my hand, the rest of the hand was far too cylindrical and not really appropriate for animation. Therefore I attemtped a second method of creating a hand, which was done by creating a box, which I converted to an editable poly. I then pulled out various vertices from the box to create fingers, and again at the side to create a thumb. I played around with the settings until I was happy with the shape and size of the hand, and applied a turbosmooth filter to give a better end result.

I also modelled an arm from cylinders which I modified to give a more realistic look - with bigger bulges towards the shoulder end. I also added some armour using a couple of cylinders and booleans to cut them into the desired shape. A sphere was added into the shoulder of the main model, which would act as a joint when it was all put together.

Monday, 16 March 2009

Creating hands

The hands are something that I am finding very challenging to create - they are fairly complicated, and they also require a fair amount of movement when they will be animated. I have decided to create them in armoured gauntlets, to go with the rest of his armour. So far, I have created a hand like shape by combining various cylinders and spheres, creating knuckles across the joins. However, I have found that the underside of the hand isnt looking right, as it isnt flat. I intend to improve upon this.

Tuesday, 10 March 2009

Ideas for animation, and leg modelling

I have decided that my animation will revolve around my character being in a modern room - unfamiliar territory that is not foreboding in any way, yet is unfamiliar to my character, who is from an ancient time. I would like to have him perhaps interacting with the television, and showing how he would react to it.

As for modelling, I have been working on legs for the minotaur. Looking into various art, I decided I would do something with a joint that goes inward, in a more animal-like way. This is the shape I came up with:


However, I thought that this could prove to cause problems when animating, due to its odd shape, and I instead went for something with a more 'human' shape. I did however keep it with a hoof, to retain the theme of a bull-man.

Tuesday, 3 March 2009

Head and Torso Modelling

I have modelled the head and torso first. I will model the legs and arms seperately, as these will be put together in the process of boning the character for animation. The eyes may be changed at a later time in order for a different style that will be easier to animate.

For the animation, I have decided to have my character in a more modern environment, perhaps trying to use a computer or television.

Monday, 16 February 2009

Final Concept


I decided on this character, to combine 3 elements - the Minotaur (Greek Mythology), Greek Armour (Greek History) and a simple child-like character (to appeal to children)
Although I do not have much experience with making characters in 3d, I hope to model the armour fairly well which should give a good look to the final model, with some good detail.

Character Concept

For this project we are asked to create a 3d character, which would be used to teach children about a period of history, and also to be the star of it's own show.
I have decided to go with an ancient Greek theme for my character, since I already have some knowledge in that area and quite enjoy learning about it.




I have created a mood board which conveys both ancient greek culture, and children's television.
Though they are quite different, I intend to create a character conveying Ancient Greece, but more in a style that would be liked by children.