Sunday, November 1, 2009

The animation process

In the next character setup, I need to consider setting up nulls. This null is nothing, and is most of the time a placeholder for other objects. It has many use, but in the character setup scenario it can be used to prevent an object from going through the floor/ground. Below Not only shows the process of 3d, from modelling to rendering, but the foot control prevents the character from flying through the floor.

A little reflection

A reflection about the leaf creature animation. It would be more convenient if the jiggle deformer had been applied. This lets Maya calculate the bounciness of the leaf.

Notes

Revised Notes

During the revised version of the animation, there has been less problems associated with the project. The ‘swimming effect’ of textures on the model was no longer present because a 3D texture map wasn’t applied to the model. 3D texture maps will cause swimming problems if not configured properly.

Focus was cast upon texturing and animation. Firstly snapshots of the model’s UV were taken into Photoshop for creation and are then ported over.

The snake model/setup has been remade in an attempt to allow better controls of the character. The new version has a spline IK setup with proper controls used to provide fluid animation. Animation Deformers were used to establish the slithery movement of the snake and to allow more accurate bending of the body.


After effects

After rendering the animation again at a higher resolution and with more antialiasing, the png files are imported as a movie sequence into after effects. The first task was to change the colours of the renders using colour channel effects. The render were given a glow effect and shadow effects by using solid layers with feathers applied to it. Desert heat wave effect was then simulated. After the refining in after effects were made, the music were then added. Dialogue are then recorded and added last to try to suit the video clip.

Final Animation

And final animation

Rough cut

A rough Cut


Animatics

The devouring spike

Hi blog, I will attempt to retrace the steps I took to finish my animation titled 'The Devouring Spike". This will document the process as well as test renders. I believe that the best way to describe the work progression is to submit visuals that speak for themselves. So here it is - the concept

Synopsis: Take away the water of the great oceans and what you get is a dry sea bed. But what inhabits it? Here, a creature is inhabits a sand-filled environment. An odd looking plant-like creature with branches as sharp as a knife all over its body. The plant’s structure is combined with a sluggish appearance. Its plant-like qualities make this an interesting organism, giving a sort of impression that it is a product of man and nature, particularly in its hunting movements when hunting and consuming it’s prey. The slug is connected to the ground which makes it even more interesting.