This bar has different icons off different polygons that you can click on and it will place the polygon of your choice in vector 0 which is the middle points as well as the only place where the 3 axis meet. There is sphere,cube,cylinder, prism, torus. These polygons can later be changed as well as their positions on the grid line.
These icons are for different view modes for example a mode where the user does not see the faces he seen outlines (edges) of the polygons or shapes, this is useful if the user wants to see if the shapes are straight for example of they align with different objects.
This is the cursor tools bar which allow you go through different modes. The first one is just a normal cursor which is selected upon entering maya. The second one is lasso tool which allows you to select objects with a self drawn shape allows you to curve and go around objects you do not want to select. Next in like is paint select tool which is self explanatory selecting objects that have been painted. Next one the move tool upon clicking it and selecting a shape (w is shortcut) 3 arrows spawn in on the object you have selected and you can move the object using the arrows on the 3 different axis. The next one is the rotation tool which the user can rotate the object around 360. The last one is scale tool which allows you to change the size of the whole shape equally at all sides.
Also the magnet icons are snap tools which what ether they are like snap to points, grid that means that they will help you put the shape on the grid or the points that you can manually put down.
(By tapping space I went into this view withing maya that shows different angles of your project making it easier to vision how things look from different camera angles this is really useful for animating because sometimes things look different from different perspectives.)
This is the 3d column that I created in maya using basic 3d models starting with the cube that I have scaled down the y axis to 0.15 to make the column base shorter.
After that I have snapped the the polygon base to the grid by holding the the d key which turns on the point to snap tool which makes the program help you with placing materials according to the grid. By holding the d key and dragging the pivot to the lowest vertex. Then i simply used the move toll and dragged the polygon up snapping it to the grid.
Then the time came to create the cylinder, the main part of the column, I created a cylinder using the primitive cylinder tool. The polygon appeared at 0, which is the centre of the project. Then I changed the cylinder by changing the radius to 0.4, the Height to 9, Subdivision axis to 32, subdivision height to 1 and subdivision caps to 1.
As I done before using the point snipping (Holding down d key) I have moved the pivot to the base of the Cylinder let go of the d key and dragged the green arrow up align the base with the cylinders base.
The last shape I used was the Torus polygon. I have moved the polygon to the top of the cylinder using the move tool and changed its dimensions too:
Radius 0.4, Section radius 0.1, Twist 0, Subdivision axis 12, Subdivision height 12
Select the ‘column base press ctrl+D to duplicate the base rename the duplicate as ’topColumn’ select the move tool and then move the base to the top press the space bar to see all four perspectives hover over the side view with the mouse and then press spacebar selected press ‘F’ to zoom in and frame the object then pull the column down until it is in line with the top of the Torus.
Once the main column shape has taken place you will want to make sure that it can all be moved as one Click on the select tool (the arrow in the tool bar) Click and drag over all the object. With all the column objects highlighted, press ctrl+g to group all of the objects that have just been created
This is what i got stuck on because maya didn’t alow me to place edge loops.
I have used a robot that was created for learning how to apply lighting to a 3d object in maya.
Topology and how to keep work organized
Let’s start with topology. Topology is a study of geometrical properties and spatial relations unaffected by the continuous change of shape or size of figures. This means that the properties of space are unaffected by stretching or bending etc….
Modelers look for a clean topology, typically illustrated by a 3D mesh with efficient polygon distribution, proper placement of polygonal edge-loops, few or no triangular faces (as opposed to 4-sided “quads”), and clean precise creases that minimize stretching and distortion. Making the model look realistic as well as natural.
Topology is a concept of properties of space that are preserved under continuous deformations, such as stretching, crumpling and bending, but not tearing or gluing
How to set up a project in Maya. This is the most important part of working with Maya because if you don’t save your project correctly the file is likely to be lost or not working because some of the files within the project have been moved or deleted and the program can not read it anymore. As soon are you create a new project you need to save it to the desired location preferably in on a USB stick or google drive. This will allow Maya to create its subfolder which it will put the information and changes to your project.
This will allow you to keep your files organized and the thing you need to remember is always moving the project together with its folders because that’s where the project is reading the information from.
What is it?- A 3d animation designed around a character walking through the obstacle course.
Who is it for?- audience that are interested in animation and human movement.
How long?- about 2000 keyframes – about 15 seconds long
Synopsis- Its a 3dd animation of a character walking through obstacle course, overcoming challenges on his path. The character uses his hands and legs to complete and course. The animation uses keyframes and the auto riging tool which can be used in maya to set the characters bones and pivots.
Render- Render in maya through the eye of the camera.
Research- tutorials and individual research on job roles and creation of a Pixar animation.
Starting with the lighting in maya, its called arnold and it’s a tracing render that is build for animation and films. For this, I used the ai standard as material to make it look like metal and make it reflect more light than standard texture. My first step was to create 3 ai lights which can be found under arnold and sixth option from the left. After creating 3 of the in placed them around my working space in maya one above and one on each side of the robot. These lights are like a direct lamp which emit light rays in a single direction. I have increased the exposure to 6 on each light ( the tutorial said 8 but i thought it was to much and it the model became to overexposed). After this i have enabled colour temperature on both lights and i set the right one to 6500 and left one to 4000 to make one warmer and one colder so they don’t clash with each other and create better and more natural looking shadows.I have assigned the Ai Standard shader to the robot. To change the robot to make it look more like a brush metal i have changed the shaders, I have changed these settings :Diffuse to 0.2 and changed the Diffuse Color to a mid-grey color and increased the specular Weight to around 0.4. The Specular.
Then I rendered the robot out.
Heavy ball and Football
I have made the heavy ball drop from a height. I have done this using the graph editor. I moved the keyframes according to the movement of the ball making it drop then do a small bounce because its heavy and I used the squash and stretch technique to make the drop and bounce more natural.
Football is light and bounces off the wall with a specif angle of reflection.
3d character animating. I mostly done this using the basic auto rig tool. After exporting a character made in adobe fuse I have inputted the character into the maya work space and applied an auto rig tool. To animated the character I used the same technique as animating a simple 3d object like a cube. I used the time line to input key frames and moved the rig together to create a walking animation. I started with the left leg moving it forward and bending it mid air to make it look like the person is putting it in front of him. ( I have used mostly the side view as it helps getting the character walking just forward and not anywhere else). Then the torso followed together with the right leg then it repeated again. I had a problem with animating the hands because I could not get the correct timing with the movement of the walking.
I have also made a simple jumping animation where the character starts of with squatting then jumps into the air, before the landing he slowly starts going back to his squatting pose and as he lands he goes back up to stand up.
Space ship tutorial
I have made a rocket ship using polygons. The polygons I used are cylinder, 2 cubes and a pyramid. The Cylinder was the body of the ship and 2 cubes where the rocket fuel ejectors. The prism was the top of the rocket ship.
The basic keyframe animation in Maya using the polygons. I completed this using the by placing a basic shape in the middle of the workspace. By selecting it and pressing key selecting on the x translation bar. The x bar has lighted red which mean the key has been placed and then I moved the shape on the x-axis. I have done this to 2 other polygons making each one travel quicker over the same distance.
Six types of light sources
ambient: (Brightens all parts of the scene uniformly, simulating a combination of direct and indirect lighting)
directional: (Even illumination of a scene using parallel rays of light, extremely far away sources, example sunlight.)
point: (light radiates in all directions from a single point, omni-directional sources(like an 8) example lightbulb.)
spot: (creates a cone of light in one direction, beams of light, examples flashlight or lighthouse)
area: (2d rectangular light sources, windows, ceiling lights, longer render time)
volume: (light fills a 3d shape, a visual representation of the extent of the light)
three point lighting: (
key light: main source illuminating the object
secondary light: highlights details of the object
back light: distinguishes the object from the background)
attributes of light:
intensity how much light emitted from the light source
fall-off/decay how much light diminishes away from the source light
cone angle width of the lights cone of influence – area outside cone not illuminated
penumbra angle fall of at edge of cone angle – more gives a softer edge to the light cone
drop-off how much the light diminishes at the outer edges
colour set and rgb colour for the light- affects colour scene
aim from/aim at
non-linear fall of
all in one control
shading is a combination of the basic material of na object and an textures that are applied to it
My fuse Character:
My Character in the fuse which I created using the pre modelled base of the skin and skeleton of the character. I have also put in my character into Maximo to create basic automated animation.
Maximo is a program made by Adobe to create an automated animation on a rig. These animations are pretty accurate as well as very smooth. There are a few bugs like hands don’t reach the floor or clip through it, however, that’s expected because not all characters are the same size, angles and models. This also has to do with the fact that when the user uploads a character he needs to select points like chin wrist elbows and this will be different for everybody making this animation slightly different or buggy.
Piper is a detailed animation that is meant to be viewed on bigger screen, this is because the detail on weaves, sand and texture on some of the objects within the animation is small and unnoticeable on smaller devices like phones. This is important in animating because some animation or texture will look different on smaller devices because of the amount of pixel that the screen is displaying. Making small details almost invisible.
They have created a new software-name unknown to take care of physics of hairs and feathers. This is used within the animation on the bids feather when he is underwater and the feather move and make the bird look more puff. The feather also moves in the wind and become heavier when went. This makes the physics of the feather realistic.
Pixar uses Maya to create the actual animation and menv to create rigs, which can be used to create a skeleton to animate around. Maya is an auto desk animation program which allows the user to import textures skeletons, objects and allows to moves them around the designated area. Maya uses keyframes which the programs fills in the in between the points a and b. This means that Maya fills in the blanks between keyframes.
storybooks comics vision,
editorial sound and voices, music making the animatic
art develop thins visually, make the art style of the movie
modelling build characters the environment props, do the 3 dimension and scalp the characters.
rigging puppeting, muscle and how the object move, face control
Surfacing colour and textures, and how things look
rough layout this is where its start to look like a movie
final layout finishes shots and prepare shot for animation stereo pass blocking
animation animators bring the characters to life like actors
crowds in charge of the extras of the film create a bunch of animation and repeat them on different characters automated
character fx style and everything that moves on the character hair clothing
fx explosions all effects and things like footprints snow, weather
technical director where things go wrong
mapping department skyes maintain buildings
lighting putting light into the composition
sound design music sound, dialogue
The director said that the way he came across the idea was going to the beach and researching nature and real-life pipper birds. The colour of the crab that befriended the bird was a natural colour he found on a beach.
The animation was directed by Alan Barillaro and produced by Marc Sondheimer who also worked on Incredibles, up and other Disney animated movies. The animators worked together to create the moving elements of the movie, they have also worked with people who study birds to create natural movements and physics as well as the behaviour of bird to make the animation even more authentic.
As I mentioned before Pixar has created a new software for hair and feather physics, which was mostly used for brave, the main protagonist’s hair was curly and long, they used this software to move the hair around and apply weight as well as material, which reacted to different elements like water or wind. The Piper used the same software, however, it was fully utilized with the bird’s feathers. These feathers had a natural and smooth feeling to their movement. They completely changed physics after they became wet, and as they dried up their texture changed to more cleaner and softer texture then they where before, As the bird starts to fly around the viewers can see very small details on how the feathers move against and the wind and how aerodynamic the feathers are.
The end animation appealed to the viewer as a smooth 60 frame a second movement, with physics and natural textures.
Keywords and basic shortcuts
Nurbs (Non-uniform rational basis spline)
Engon Creates a lot of problems and cuts shapes into triangles.
F-If you get lost in maya
A-Frames multiple objects
In the end my animation was bad in my opinion as i run out of time due to my planning and slacking off, I haven’t finished all of my work and handed it in past the deadline. The animations are a little of time especially where the character starts using hands.The things i done right was my research on the Pixar animation and actual understanding of the process of 3d animation and how to use maya on a very basic level.What I need to improve is creating lot more planning, blocking and sketching out the key animations and frames, to create natural and smooth movement.In this assignment i have also evaluated different techniques as well as showcased my knowledge in using topology and shape manipulation in maya. This helped me understand ho maya animates through keyframes. The final animation was seen through the eye of a camera which I linked to a curve which follows the obstacle course and the character. This made my render a moving camera and not a still frame, this helps to present the 3d aspect of the animation. I have only done half of the obstacle course because I have run out of time.
If I could do the assignment again i would make sure i have a more detailed plan to go around the assignment as well as finish tutorials which were set in class to gain knowledge on the program to use inside the animation. After this i would start making my animation of the character more fleshed out and plan them more using sketches and blocking sheets.