Categories
Advanced and Experimental 3D computer Animation Techniques 1 Advanced Body Mechanics project 2

Week 13: Spline

When transitioning from blocking to spline, the animation may not look great initially. First, One reason is that there may be missing information between frames, and the in-between frames are auto-generated by the computer. I need to fill in these gaps with information. On the other hand, there may also be too much information, and I need to gradually clean up the excess to make the animation smoother.

It’s important to note that the cleaning process has a specific order, as outlined in the course materials. If this order is not followed, the animation may not change as expected and could even become a disaster.

Progress for this week:

Feedback: This week, I divided the animation into two parts. The first half required my primary focus, while the second half involved the monster hand grabbing the person and suspending them in the air. I will be using special effects to attach the hand to the phone in the second half. Therefore, my main focus was on modifying the first half. Although there has been some improvement in the motion compared to last week, I still need to pay attention to motion delays and arc movements, which are recurring topics. I need to focus on the arc movements of the hands, head, as well as hips and gradually refine my animation to the polished version.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 Comprehensive Art project 2

Week5 Scene Design 2

Individual Progress:

Outdoor Scene:

  1. Added smoke effects: To depict the desolate and abandoned atmosphere of the outdoor scene, as per the 2D concept, I added smoke effects. It was my first attempt at creating smoke effects using the FX menu. I adjusted several parameters, including density (smoke concentration), resolution (smoke size), and color (smoke color) to achieve the desired effect.
  2. Removed some elements: Upon reconsideration, I decided to remove certain dilapidated house assets (sourced from Sketchfab) from the previous version. They didn’t align with the deserted setting, and their removal resulted in a more streamlined composition.
  3. Camera focus adjustment: To fine-tune the visual composition and direct the focus to specific areas, I adjusted the camera’s focal length. By opening the object information display and modifying the Arnold focal length parameter to 25, I achieved the desired effect.
  4. Overall, the effect is pleasing, but it deviates from the original concept. The background shifted from daytime to nighttime due to changes in the story narrative.

Outdoor Scene 2:

  1. Created the ground model in ZBrush and painted the textures in Substance Painter. Jiaruo then applied water effects in Maya’s VFX, combining the trees, leaves, ground, and water source. The next step will be to further refine the scene based on the 2D concept.

Group Progress:

Lin: This week, Lin addressed the texture mapping issues in the scene. As mentioned before, the UVs were all mapped within the 1,1 quadrant, resulting in low resolution when applying textures to the models. After discussions, we decided to switch to UDIM UV or separate UV mapping for specific parts, ensuring they are within the same quadrant. Eventually, the scene reached a satisfactory state with added decorative details on the doors and launchers.

Jiaruo: Jiaruo completed the character skeleton binding.

Overall, the progress is significant, and although we encountered some issues, timely communication and mutual assistance among team members helped resolve them.

Next Steps: The next week will focus on finalizing the scene, with each team member striving to complete their respective tasks, including modeling, texturing, special effects, and lighting (Linsey and Tang). Jiaruo will continue with weight painting based on the bound skeleton models.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 Advanced Body Mechanics project 2

Week14 Summary

Final version:

As shown above, this is the final version of the Browse Phone.

Browse Phone is an animation completed in five weeks. Its production is roughly divided into several stages: 1. Source of inspiration 2. (Plan action) draw thumbnails 3. Shoot references for my performance 4. Modify and improve thumbnails 5. Blocking animation 6. Blocking plus 7. Spline 8 . Polish

This project allowed me to understand the production process of a10-second animation from beginning to end. Here it only refers to the animation process and does not focus on modeling. I chose online character models to complete this animation.

Understanding the complete animation process is most significant to me in this project, not only the stages mentioned above but also some details in each stage. I listed a few points that I paid attention to.

  • 1.During the preparation stage, it is a important part to consider the camera perspective that the animation will show. This is because we need to consider the camera angle, the displayed action of the filming reference, the displayed angle of the 2D draft, and the angle established in the Maya scene. The characters in this shot often face the camera from a three-quarter angle of view, and the opening of the hands and feet must also be paid attention to. They cannot be blocked or crossed and should be shown entirely.
  • 2.Blocking is also a crucial part; it can help complete the prototype of an animation. Just like George’s metaphor, the animation is like the rudimentary part of the sculpture that is pinched out during the sculpture’s first step. Indeed, the outline part is the foundation for the entire animation.
  • 3.Besides of the blocking, spline, and polish parts, the order of actions of the model is significant. It must be modified first from the crotch, then the waist, shoulders, head, hands, legs, and finally to the fingers or toes. The crotch and waist tend to affect the extremities, and if not modified in sequence, the animation will turn into a nightmare.
  • 4.As a tip for animation, part of the body delay is very important in animation production. The movement of every part of the body does not necessarily occur at the same time. This idea also comes from the 12 rules of animation that follow through and overlapping action and secondary cation. For example, when the shoulder moves to the left, the head is slightly delayed for a short time and then follows the shoulder to move past, making the movement more attractive.

Reflection: In this project, I gradually got familiar with some basic knowledge about and how to represent this knowledge in animation; Squash and stretching, anticipation, overlapping, and positions of keyframes and intermediate frames were more accurate than before. However, I also had some challenges, such as being-unfamilar with arcs, fast and slow, time control, etc. Although I paid close attention to them, I needed help to use them fully. Especially in the polish stage, I pursued smooth curves and let the animation become over polished. Also, because I could not grasp the time control well, the second half of the project shows a relatively quick transition(like a lack of some frames). The advice provided by George and this project helped me a lot and made me improve my shortcomings. I willl focus on my insufficient knowledge and practice more to make better animations.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 Comprehensive Art project 2

Week4 Scenes Modeling

Individual Progress: This week, I started modeling the main outdoor scene, which is a large sand pit. I first sculpted its basic shape in ZBrush and then created a high-resolution model with added terrain textures. I then imported them into Substance Painter to bake the textures, transferring the details from the high-resolution model to the low-resolution model. This approach helps reduce the polygon count and prevents lag when importing the model back into Maya. The following images show the materials created in Substance Painter and the placement of the models in Maya. The remaining models are sourced from Sketchfab, while the rocks and ground were created by me.

Group Progress:

  1. Lin completed the second version of the indoor scene materials, but after discussions, there were still some areas where the materials were not satisfactory. Lin will make further modifications in Substance Painter for the third version.
  1. Jiaruo completed the modeling and texturing of the trees. Using SpeedTree software, Jiaruo created the tree models and used Photoshop to create the tree leaves. She prepared a colored base color texture and a black and white texture, which were applied to the color and opacity channels, respectively, to achieve the leaf effect.

Next Tasks:

  1. Tang will further refine the texturing of the outdoor scene and import the textures into Maya for composition.
  2. Lin will make the third round of modifications to the indoor scene and address the UV expansion issues to improve the texture resolution.
  3. Jiaruo will proceed with character skeleton binding.
Categories
Advanced and Experimental 3D computer Animation Techniques 1 Advanced Body Mechanics project 2

WEEK12 Blocking plus

This week, I will begin blocking plus on the animation. Here are some notes I recorded before starting:

  1. Moving hold: In animation, there are moments when a character appears to be still in a particular pose. However, to bring the character to life, it’s important to incorporate subtle movements such as breathing or slight shifts in position, like slight forward-backward or up-down movements.
  2. Copied pairs: This technique is similar to the concept of a moving hold. When you want to maintain a specific action for a certain duration, you can copy the original keyframe and paste it in the desired positions where you want it to continue.
  3. Arcs: Most actions in animation follow curved paths, such as head movements, arm waving, and leg walking. It’s important to start paying attention to this during the breakdown phase. Focusing on whether the actions are moving along curved paths will make your animation look more professional.
  4. Overshoot: When a motion comes to a stop, certain parts of the animation do not stop immediately with the main body but continue moving slightly in the original direction, creating an overlap or follow-through action.
  5. Settle: After the motion loses all its kinetic energy, the action settles back into its original state.
(link: https://www.youtube.com/watch?v=JELQ5-v2fa4

These notes will help guide me in creating more engaging and realistic animations by adding subtle movements, understanding the concept of arcs, incorporating overshoot, and allowing actions to settle naturally.

Progress for this week:

Class feedback:

The main focus this of week is still on the issue of delayed body movements. For example, whether the head, shoulders, waist, and hips are moving at the same time. If they are, the subordinate parts should move slightly slower than the leading parts. Additionally, attention should be given to whether the hand and foot movements follow an arc, such as sliding the hand downward or gradually lifting the foot off the ground. It’s important to ensure that these movements follow a curved motion path. I will continue to make adjustments based on the feedback received.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 Comprehensive Art project 2

Week3

  1. Individual Progress: Refinement of Character Costume Models: This week, I focused on adding details to the character costumes using Substance Painter. I added sharp lines to various parts of the clothing, such as cuffs and trouser legs. I also added dirty textures to the clothes and differentiated textures for materials like leather, cotton, and plastic, which are applied to different parts of the clothing, pockets, buttons, etc. With these added details, the costumes look more realistic than before.
  1. Group Progress: Lin: First version of indoor scene materials. This week, Lin completed the texturing for the main scene using Substance Painter. Various materials such as metal and plastic were applied, and rust textures were added. However, there is an issue with the texture resolution, so some UVs need to be rearranged and the texturing needs to be redone in Substance Painter. Additionally, certain parts require further refinement and the addition of other colors.
  1. Jiaruo: Modeling tree trunks using SpeedTree software, based on the 2D concept art.

Next Steps:

  1. Lin: Finalize the texturing for the scene (address the resolution issue, refine the table and door, differentiate colors for beams and handles, making them black or darker).
  2. Jiaruo: Tree modeling, texturing, and preparation for skeleton binding.
  3. Tang:
    • Refine the third version of the boy’s costume.
    • Outdoor scene modeling and texturing.
Categories
Advanced and Experimental 3D computer Animation Techniques 1 Advanced Body Mechanics project 2

Week11 Blocking

Based on our previous discussion, I have made some modifications to the animation. I have created a new version where I incorporated scene assets from Sketchable and added a monster hand that I rigged as a prop.

Here are some notes I recorded before starting the blocking animation, which include things I need to pay attention to:

Blocking 2:

Class Feedback:

The movement in the blocking phase appear somewhat stiff, especially when the character is moving their hips. The body and hips should move at different times to make the action look more natural. To achieve a smoother and more realistic animation, it is important to pay attention to the details of human body movement and adhere to the twelve principles of animation, which will make the animation more engaging.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 Advanced Body Mechanics project 2

Week10 Plan & ideas

We plan to create an animation of approximately 10 seconds. During the production process of this short animation, we aim to further explore the creation of advanced body mechanics animations. Real-life reference videos, our own imagination, and the twelve principles of animation will assist us in creating a more captivating animation.

Therefore, we will plan this content with as much clarity and accuracy as possible.

  1. Determine the type of animation we want to create and the idea behind it.
  2. Once the content is finalized, search for reference videos on platforms like YouTube or record our own. When doing this, pay attention to the camera angles. The performer should face the audience, rather than being sideways or with their back turned. A 45-degree angle facing the camera is a good choice.
  3. Use the reference videos to create thumbnails or simple sketches. Roughly determine the timing and spacing of the animation based on these sketches. Adjust keyframes if necessary to make the movements more exaggerated or closer to the desired curve.
  4. Once the thumbnails are created, they will serve as the primary reference for blocking and even the entire subsequent 3D animation. The real reference videos should only be consulted when there are issues with time and space, or when the thumbnails do not meet the requirements.
  5. Once the preparations are finalized, start using the existing models for production. Import them into Maya, set the desired camera angle and focal length, and then keyframe the models from the angle facing the camera.

Firstly, my inspiration comes from using smartphones, and I want to create a visualization of hands that showcases the attractiveness of smartphones to people. Here is my idea.

Idea:

Next, I have planned a series of actions aimed at conveying my concept within ten seconds. I have also made some modifications to this plan.

Thumbnails:

Suggestion(recording):

Thumbnails2:

In the blocking stage within Maya, I started by creating keyframes and some extreme poses. This step involved roughing out the overall motion. Based on the feedback received in class and discussions with George, we believe that the effect of being directly sucked into the phone would be more interesting for the end of animation. Therefore, I will proceed with modifying the animation according to this idea.

Blocking 1:

Class feedback recording:

Categories
Advanced and Experimental 3D computer Animation Techniques 1 Comprehensive Art project 2

WEEK2 Character&Props

Individual Progress: Prior to this, I made progress over the course of one month, which includes the following:

1.XGEN Hair Experiment: I attempted to create the hairstyle for the male protagonist using Maya’s XGEN system. I divided the scalp into several sections and experimented with the curvature of each strand of hair until I achieved the desired effect. Although it looks good in this image, the actual matching on the head was average. Therefore, I treated it as an experiment and didn’t use this version of the hair in the final production. Instead, I created the hair using polygons.

2.Character Modeling Version 2: I felt that the previous version of the model was not satisfactory, so I redesigned the entire model from head to toe. Taking into account the difficulties encountered in rigging the previous version of the clothing (as we were new to rigging), I paid special attention to the polygon count and complexity of the clothing. The new version of the model is more refined than the previous one, but it still lacks some detailed decorations, which I will consider further.

Group Progress:

1.Spaceship Material: Yuhan Lin optimized the materials for the spaceship and added many details.

2.Jiaruo Zhang added expressions to the robot according to the requirements of the storyboard and conducted tests within the scene.

Presentation (Mid-term Review) with images

Feedback from the Week2 meeting: (Issues to be addressed)

1.Discussed color matching for the scenes and characters.

2.Refinement of character costumes.

3.Indoor scene material issues.

Next steps:

  1. Scene modeling.
  2. Refinement of two-dimensional costume drawings.
  3. Prop modeling: Trees (Jiaruo Zhang).
  4. Three-dimensional refinement of character costumes (Jiazhuo Tang).
  5. Completion of material texturing for indoor scenes (Yuhan Lin).
Categories
Advanced and Experimental 3D computer Animation Techniques 1 Comprehensive Art project 2

Week 1 – Introduction

My artifact project is a team project that has been ongoing since the first semester, and it is currently halfway through. There have been some changes in the team members, and I will provide a brief introduction of the project members, their roles, and the current progress.

Project Title: Shelter

Original Team Members: Jiazhuo Tang, Jiaruo Zhang, Yuhan Lin, Fan Kang, Wenjiang Gui

Current Team Members: Jiazhuo Tang, Jiaruo Zhang, Yuhan Lin

Current Progress (indicating original team members’ roles):

  1. References
  2. Script and Storyboard
  3. 2D Concept Art
  4. 3D Modeling
  5. Rigging of Models

Summary: As of now, the project’s initial preparations have been quite thorough. Particularly satisfactory aspects include the 2D concept art for the indoor and outdoor environments and the spaceship. However, the script and storyboard still require modifications as the story is quite long and needs to be streamlined or adjusted in some parts. Additionally, the transition from 2D concept art to 3D models for the characters requires further refinement and detailing. In terms of mid-term progress, apart from the aforementioned character models, the models for supporting characters have been completed and rigged, which is a relatively satisfactory achievement. Moving forward, we will proceed with scene and character modeling based on the finalized 2D concept art, creating materials for these models, and learning about special effects to achieve the desired results. In terms of group collaboration, there have been some shortcomings, such as a lack of communication, resulting in many tasks being completed independently. If other team members are unsatisfied with the completed work, significant revisions may be required, impacting efficiency. Therefore, we will work on improving this issue, ensuring timely and effective communication of our intentions, and striving for an excellent end result.

Roles of Team Members:

Jiazhuo Tang (Tang): Script/Storyboard/3D Character & Scene Modeling/Texturing/VFX/Lighting/Animating/Rendering/Sounds/Compositing

Jiaruo Zhang (JIaruo): 2D Scene Design/2D Character Design/3D Scene Modeling/Texturing/Rigging/VFX/Lighting/Animating/Rendering

Yuhan Lin (Yuhan): Props Design/Character Design/Scene & Props Modeling/Texturing/Rigging/Lighting/Animating/Rendering/BGM

Roles of Previous Team Members:

Wenjiang Gui: Scene Design Kang Fan: Props Rigging