In the build up of our final project, while creating our models we also practiced using Maya. One of our lectures involved the use of "Blendshapes". This tools allow animations to create preset animations which a geometry can morph to be changing an attribute. This tool is mainly used for things such as facial expressions. By using blend shapes, it allows animators to quickly alter geometry without creating specific controls for finer things such as: eyebrows or eyelids.
Prior to starting the final rig we conducted some tests and practices for the rig. One of the test I did for my rig was to create a working tail. At first I planned to create the tail with IK (inverse kinematics), same as which I would for the arm. I quickly found that this method did not suit the movements of a tail and quickly moved onto try a different method. The main reason I decided to not use this IK due to the movements that it creates feel unnatural for a tail. The next solution I tried was to use a IK spline, similar to what I'll be using for the spine. The results from this test created movements much more similar to a tail than IK test provided. Although the IK spline create a better range of movements I still wanted to alter it slightly for a more natural feel. I decided to use some expressions to help modify the movements the of the rig. This is the set of expressions I wrote to help modify the movements of the tail to "follow the tip". The basic idea of this expression is that the amount of translation that affects the tip will divide itself by two for each cluster group of the spline. This allows the rest of the tail to follow the movements of the tip of the tail.
In preparation for this unit we were tasked to create a model to practice create clean topology ready for animation. So that we could move straight into create a model our lecturer had prepared image planes so that we could move straight into modelling. A pro about everyone having the same image planes was that we could compare how our topology was coming along and provide constructive feedback. The above two images are the image planes we received from our lecturer. As creating an entire character may can potentially be very time consuming, we settled with only creating the head of the model. When approaching this model I chose to create half the model and later duplicate it due to the head being symmetrical. The image above shows half of the head that I created. During the creation I noticed that the topology around the back of the eye didn't flow correctly. After trying different ways to correct the flow the edges I couldn't find a method that would't affect other regions. This is the full head which I created by duplicating the first half and mirroring it. This is the final completed head, I simple added spheres for eyes.
King Alfred had a secret. King Alfred’s tower is the sole remnant of his legacy, and his secret. The King, Alfred the Great led the Saxons to victory in the Battle of Ethandun or so his legacy states. Historians and archaeologists have never discovered the grounds which the battle took place upon. On the other hand an unexplained discovery that unearthed what appears to be a massacre around King Alfred’s tower was never able to be explained as historical documents were sparse. The truth may be uncovered under the full moons gaze. Although the saying “history is written by the victor” holds true in more than one sense for King Alfred’s legacy. The legacy was false, made up to hide the dark truth from future generations. King Alfred had made a pact, something that unleashed his primal side under the gaze of the full moon.
Underneath a full moon, sounds of chains can be heard echoing throughout the night around King Alfred’s Tower, as the true terror of his secret is unveiled under the moon. The shadow of the tower conceals a figure, too tall to be human. It turns and a red light pierces through the darkness. A skeletal figure appears, beneath the tower concealed within the shadows. It could be seen latching itself onto the side of the tower, slowly but surely it began to ascend to the tower. As the figure ascended the tower the moonlight shone upon its metallic frame; revealing its true nature. The figure was a skeletal frame that resembled a human skeleton, although it was not made from bone and cartilage, it was more akin to metal; although it did not resemble any metal discovered on Earth. The figure becomes more and more apparent as it slowly scales the tower using its viscous claws tearing into the side of the tower. As it scales the tower dim red lights appear as it turns its head, presumed to be eyes scan the area cautiously. A broken cuff could be seen around its wrist, presumably to keep it under control now broken allowing it to roam free. The figure slowly ascended to the top of the tower, upon the tower it let out a howl that pieced the night under the gaze of the moon. It was here, beneath the moon it fully bathed in the light where we could understand the true terror of King Alfred’s secret. OpenGL OpenGL is a widely used Application Programming Interface (API) first released in 1992[1], to render graphics in both 2d and 3d across a range of hardware and operating systems. Prior to the release of OpenGL, developers would have to individually re-write code depending on the hardware and operating system; OpenGL streamlines this process greatly by providing optimised code for a range of hardware and operating systems ranging from portable machines i.e. PSP to desktop computers that can be running a range of different OS i.e. Windows to Linux. The development of this application allowed developers to develop across a range of with much more ease than before. OpenGL’s flexibility allows it to be used in a range of varied markets such as entertainment, games development and Computer Aided Design (CAD). Direct3d Direct 3d is another API that is commonly used by developers. Direct 3d is normally compiled with other API into the DirectX package, which includes a range of APIs. This API was developed Microsoft as part of their DirectX package of APIs thus this factor limits its use to the Windows operating system and the Xbox consoles. Due to direct3d being in a package along with a plethora of other APIs it allows the API to not only render 3d objects but also objects such as sprites and hardware 3d rendering. Geometric Theory Everything in 3d is made from a series of polygons, which builds the mesh of the object that the player sees in any CGI. Each polygon used to create the mesh will have three key components: vertices, edges and triangles. A polygon can be deconstructed into multiple triangles which are each formed by three edges where each edge is made up of two vertices. All 3d models follow this basic structure no matter the complexity of the model. When modelling editing the position of the vertices allows for the greatest control during modelling as all other components are made up of vertices.
3d software There are many different 3d software available for different purposes throughout the uses of 3d, certain software specialises in particular areas while most can be used for a range of purposes. Possibly the most well known pieces 3d software are: Autodesk's 3ds Max and Maya. Autodesk has covered two important areas in 3d with these two pieces of software, modelling and animation. While both pieces of software are capable of both, 3ds max specialises in modelling providing more tools to edit a model with, while Maya handles animation with a wide array of tools such as IK (inverse kinematics) and FK (forward kinematics). Large companies may have the luxury of using specific pieces of software for its specific strong points whereas small companies may be forced to stick to a specific piece of software due to the financial burden they come with as a licence can cost upwards of £6000[2]. On the other hand, for non-professionals, there is some free software available for 3d enthusiasts or hobbyists which can provide a good introduction into the world of 3d: Blender and Wings3d. Both programmes provide a range of tools ideal for learning 3d modelling, although Blenders learning curve is steeper than Wings3d. Blender has created a series of “Open Movie Projects[3]” which is a series of open source movies made using Blender. This series promoted Blender as the quality of these short movies are on par with CGI created with more high profile pieces of software such 3ds Max or Maya. On the other hand Wings3d can be seen as a beginners program as many of the more advanced features are missing when compared to other programs. Use of 3d
The use of 3d has expanded into all forms of media such as Citroen's car advert[4] which involved heavy uses of 3d. 3d models and animations have become a staple for many industries as they use it to create a unique environment or objects which can't be re-created in reality. A recent high profile use of 3d can be seen in recent blockbuster movie "Guardians of the Galaxy[5]" in which a main character "Rocket" is completely "generated through CGI" (Kofi Outlaw, 2014), this shows that computer generated imagery (CGI) technology has many uses through media. Focusing on games, 3d animations can be seen in numerous modern games as games move further and further away from 2d sprites. 3d animations are used throughout games, from over the top motions to subtle expressions to mimic life, in most games character movements are the most common form of animation. Character animations help create the character personality from things such as their walking motion to facial expressions, these subtle animations all help create a characters personality to immerse the player. Without animations games would devolve exponentially leaving only very basic games, such as chess. [1] https://www.opengl.org/about/ [2] http://store.autodesk.eu/store/adsk/en_IE/pd/ThemeID.25705700/productID.297239100 [3] http://www.blender.org/features/projects/ [4] https://www.youtube.com/watch?v=TyPksLeCMPw [5] http://www.imdb.com/title/tt2015381/ Anatomy All animators require a basic understand anatomy for a few different reason. The main reason is so that he is able create the correct topology for deformations during animation; another is for accurate representation of the range of movements certain limbs allow. Correct topology means the models edge loops correctly flow around a model, generally following muscle structure of its real life counterpart, to accurately recreate movement. For human characters, animators can easily replicate any movements they wish with the help of a model or by themselves to further understand the motion. By using a model the animator is able to gather primary research on particular motions. When humans walk we put one foot ahead of another that takes the weight of our bodies while the other foot takes a step, this allows humans to move forward. While walking human anatomy tends to dictate that the arm drags behind as the legs take their strides. Image 1 shows the muscle structure of a human body, this is what allows humans to move and is the reason for why we move the way we do. From the image we can see that muscle is focused around the limbs, this is what dictates our range of motion. Animals on the other hand move differently as many are quadruped instead of bipedal thus making it hard to replicate by humans. When looking at the walking motion of a canine we can see that when walking, legs on the same side of the body take steps at the same time, while the other side takes the weight. Generally animals have stronger and bigger muscles relative to their size allowing them to run faster or jump higher than humans. Characteristics As opposed to anatomy, characteristics vary from person to person. This allows animators to give more depth to the model and create the personality through subtle motions. These subtle motions could be everyday activities such as the way people walk or facial expressions. Animators are able to give models a sense of emotion through the characteristics that the model shows. Characteristics in humans can most often be seen in the facial expressions that the animator gives them. By giving animating the characters expressions animators and convey the characters feelings without the use of words, adding more depth to the character. Apart from facial expressions a characters body language is also a characteristic that the animator has given the model whether it be an aggressive walk or the way a character sits. Above is an image that shows a range of characteristics an animator has applied to his model. This gives this lifeless model a sense of emotion and feelings that which otherwise would not exist.
Characteristics for animals are similar to humans in that animators will also be able to give them expressions and body language to match the scenario. One difference could be that animators will be able to use certain stances that show aggression from nature. An example would be a lion’s roar; this is a characteristic due to its aggressive nature where lions use it to scare off others. These are just some differences between how an animator can apply anatomy and characteristics in their work. |
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May 2015
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