Tuesday, 29 March 2011

Animation Tutorial - Reactor

3DStudio Max comes with a built in physics engine called Reactor (developed by Havok) which can add gravity, friction and collisions to objects in a scene.

The first step is adding the objects you want to be affected by Reactor to a Rigid Body collection. Other collections exist such as the soft body collection (in which objects compress and morph when colliding with other objects) and cloth collection which can realistically animate cloth based objects.

When using reactor there are a number of different variables which can be changed to modify how an object is affected. The collision tollerence determines at what distance a collision will take place. Gravity can be set on any axis with the z-axis set to -386 by default. Each object also has Mass, friction and Elasticity sliders to determine how it behaves.

Using these tools on the bowling alley objects provided for the tutorial I created a realistic looking strike animation.

 

In this scene I set the alley floor to have a mass of 0 so that it is not affected by gravity while giving the ball a mass of 20 and the pins a mass of 5. Mass is effectively proportionate to weight so the higher the mass the heavier the object. I set the collision tollerence to about 0.5 over 3.6 to make the bowl more realistic. 

Finally to give the ball momentum I moved the ball forward along the alley by about 5 frames and adjusted reactor to only take effect from frame 2. I also lowered to ball to just above the surface of the alley floor and added a spin to the ball.

Wednesday, 23 March 2011

Animation Tutorials - Morpher

Using the Morpher tool makes it very easy to create simple animations like facial animations. For this tutorial we practised using this tool on a pre-built human head model with the intention of creating a few facial animations.

The way in which the morpher tool creates these animations is that you create multiple copies of the head object and modify it to show the finished emotion you want to animated.











These faces are then added to the list of channels on the morpher modifier of the original head which gives a slider to tween between the start and end facial animation. A tween!

These sliders can then be used to create the desired animations, combined with the curve editor and dope sheet this makes facial animating quite simple.

Here is the animation I created during the tutorial:

Animation Tutorials - Bones

Adding Bones to an object, most commonly character models allows body parts to be moved freely and realisticaly with the other parts of the body. It is extremely useful and time saving when it comes to animating characters.
For this tutorial we used the provided character model torso and added bones to the model manually in order to animate the arms.

Provided Model

 













The bones are added using a heriachy so that each new bone created is affect by the last, just like a real skeleton. This means moving the Bicep will make the Forcep move too. 

Bicep - Forcep and Hand











For this instand I modelled the whole hand as one bone for simplicity but for models which require finger movement bones for each finger would also be needed. 












After linking the bones to the torso polygons the area in which it affects more than often needs fine tuning so that all of the polygons move when required and they do not affect areas they are not supposed to. This is a long process but is very benificial to the animation quality.

Rendered Tosro after moving the arms using the bones.

Animation Tutorials - Frame Animation

For this tutorial we tried animating our first objects using 3DS Max. This involved using key frames to set start and end instances of objects which is then tweened by the software. Frame by Frame animation is also possible.

Tools such as the curve editor allow easy editing of the generated animations to help perfect each particular animation. In this instance I edited the curves of the animation for a ball to make it bounce more realistically and squash slightly when it lands.

Other options under edit ranges allow you to loop and cycle animations.

Here is the result of animating using these techniques.

Friday, 4 March 2011

Project Asset 3 - James Bond Character Model

At first I was hesitant as to whether I wanted to model a human character. A human model doesn't have a simple shape and since we are organic rather than inanimate It would be hard to make a convincing model. However seeing other students attempt it on their blog I decided I might as well push myself and give it a try. 

I primarily followed the tutorial on low poly character modelling by Ben Mathis which can be found here: http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp

As he suggested I started modelling using 8 edged cylinders rather than boxes as they more closely represent human anatomy and then started shaping the objects into a more human like shape. 

The Torso

Cylinders
















I duplicated the leg to keep them symmetrical and used the Boolean tool to join the legs together as one object. 

Funky Trousers















Once I was happy with the shape of the arm I also duplicated that and again used the boolean tool to carefully attached each arm to the torso.

Funky PJ's?














I'm unsure as to whether making the body one object was the right thing to do when it comes down to the animating part but for now im quite happy with how it has turned out. Since in the trailer Bond is wearing shoes I have not modelled feet. However I did create some shoes. 

Smart Shoes













The Hands

I then tackled the hands in the same way the tutorial I was following adviced. I started with a cylinder shape and extruded out the fingers one by one and got a fairly decent result.

Start

Making it a bit smoother

Mesh Smooth FTW!







































After completing the hands I once again use Boolean to attach them to the body. At this point I had a fairly decent looking headless corpse of a model.

At least he has shoes.














The Head

I was not looking forward to the head. Many online guides explain how the head is the hardest to model because we as humans are so used to looking at them that even slight deformities are noticable to us. I first tried the poly by poly method that was referenced in a peers blog but found it was taking too long and once again switched to the low poly tutorial I had been following so far.

Creepy.

















I started with a cube and modelled from there, adding in new edges and cutting in details where appropriate. 

Demon Eyes














While not very realistic I'm generally happy that is is at least recognisable as a human head. Using the mesh smooth modifier makes it slightly better.

Not bad
















At this point I wanted to add clothes to my character and I stumbled upon a video tutorial on how to use the Garment Maker and Cloth modifiers to generate clothing.
See Here: http://www.youtube.com/watch?v=_hkk8XgGPQw

These modifiers can simulate clothes locally within the viewport to wrap themselves around the character which I personally think is amazing.
Panels of the shirt.

Adding seams

Simulation Result.








































Snazzy














I wont go into detail on how the process works. But I have to say that I am extremely happy with the results.

Now with trousers!

















Finally I added the trousers and gave the objects textures. The model is not finished completly. (A trend I seem to be setting) as he still needs eyes, hair and ears. I look forward to rigging the character and seeing how the model animates. Fingers crossed that it does without breaking...


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Some Renders showing the character using the daylight system.





Project Asset 2 - Alfa Romeo GTV6

The Alfa Romeo is just one of the cars featured in the film Octopussy. However I wanted to use it in my trailer as it is the best looking car in the film (although not quite an Aston Martin...) and does a great drift around a corner as Bond escapes the police. The whole scene takes just a couple of seconds and would go well as part of the last few clips in my trailer.

Research Board for Alfa Romeo GTV6














Since the model is actually quite complex in shape I started by drawing the shape of the body with the line using reference images. When complete I converted the spline into an editible poly and extruded out to get a block the shape of the car.

Car shape complete!












With some vertex tweaking, chamfering of main edges and deleting out the polygons where windows will be I had this:

First iteration of the car













By using this method I had majority of the car shape complete with very little effort. Many other students I've noticed have been modelling poly by poly which in my opinion takes a great deal of time and requires a lot of attention to keep smooth. However this method is not without its faults as I had to cut in many edges myself using the cut/connet tools to keep the model in quads.

Front Grill










 The next step was to define the front of the car. I created the grill using a box with a high number of height and width edges, inseting certain polygones and extruding through. To generate the smooth curve I used the modifier FDD 4x4x4 which I had used when making the desk chair earlier on.


Wheel Rims















The wheels consists of a tyre object (created from a tube shape) and the rims which was created using a number of methods including, extruding, inset, and bevel. The rims took a long time to get right. The other change at this point was the attempt and making the wheel arches which stick out quite prominantly from the car.

More defined car with wheels












At this point I then went on the create the windows and doors. To get an accurate window trim shape I copied the polygons surrounding the window frame and then extruded them slighty. This gave me the shape of the window frame and I added a plane to fit inside for the glass. I also added the lower trim and front and rear bumpers.

Car Even more defined
The final part was adding in the extra details including headlights, wing mirrors, rear details and other body details.

HeadLights

Wing Mirror



























Rendered Wing Mirror with reflective texture.
















At this point I would say the Model is again 90% complete. There are a couple more details I want to add when I get the time, (windscreen wipers, license plate details etc). Other than that the model is ready to use for my trailer and I'm fairly happy with the result.

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Some renders of the model using the daylight system:


Project Asset 1 - BD-5 Microjet

The BD-5 Microjet features in the opening minutes of the film Octopussy. It is a key icon from the film and I felt that it should be in my trailer.In fact the mojority of the trailer will include this model. Because of this fact this was the model I started working on first.

Research Board for BD-5 Microjet















There are not very many screenshots of the modelling process for this model as I forgot to regularly screen cap my progress. However I attempted this model by starting with a cylinder type shape and edited the sizes of each round edge to get the general shape of the plane.

The wings and fins on the plane were added by deleting the polygons where they attach and extruding out by holding shift and draging out the polygons into the shape of the wings.

Mid Progress Model - With MeshSmooth












The exhaust was added as a seperate shape created from a simple cone. A great deal of time went into trying to make the plane as rounded as possible and im still not 100% happy with it.

Creating the cockpit













Because I planned to have a scene shot from the cockpit view I decided to create a cockpit for the model. The polygons where the cockpit window was positioned was removed and capped to fill the general shape. A seat and controls were also added as was a joystick. The joystick was created quite quickly using the lathe modifier whereby you drawout half of the object using the line tool and lathe it to rotate that line into a 3D Model. Unfortunatly I do not have any screenshots demonstrating this.

Cockpit Render - Glass Material refracts the light.














The current model is probably 90% finished and requires proper texturing (Paint Scheme) and some small body details. Since this is my primary model I will probably continue working on it throughout the project.

Current Wireframe Model












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Here are some renders of the model with a daylight lighting system:


Tuesday, 1 March 2011

Current Progress on Project Artifacts

I figured at this point it would be a good idea to show some screenshots of the models I have been working on so far. I wont go into detail with the techniques used to create each one but will give each model its own blog entry explaining the creation process when I am happy that they are complete.

BD-5 Micro Jet


























Progress:
Mostly finished. Some final touch ups and texturing is required. I am not going to create the wheels for the plane as they do not feature during my trailer.


Alfa Romeo GTV6















Progress:
Also nearing completion. The main framework is done. All that remains is external details such as wing mirrors, door handles and trims. Texturing will also need to be done.

James Bond Character

 















Progress:
Very much incomplete. Only recently started and will require the most attention in the coming days but I am confident I can model him a satisfactory level.

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I started with these three first as I feel that they feature the most in my storyboarded trailer. Other models such as a handgun and train will also need to be created over the next week or so.

Storyboard

This is the current storyboard plan for my 30 second James Bond trailer of Octopussy.















0:00 –  0:03
Transition: Fade in from black.
Audio: Jet Plane Sound/Quiet James Bond Theme Playing.
Scene: shows aircraft flying low over grassland.














0:03 –  0:06
Transition: Cut
Audio: Missile launching.
Scene: Missile is seen launching from ground with plane in the distance.















0:06 –  0:08
Transition: Quit cut.
Audio: Missile rushes past.
Scene: Bond is seen in the cockpit and dodges the missile.
















0:08 –  0:15
Transition: Cut to plane entering hanger/cut to cockpit view.
Audio: Jet Sound plays
Scene: Plane flies through hanger.
















0:15 –  0:18
Transition: Cut to outside hanger.
Audio: Explosion sound/James bond theme hits chorus.
Scene: Plane escapes and hanger blows up.















0:18 - 0:22
Transition: Cut
Audio: Car Tire Squeel.
Scene: Car drifts round corner sharply.













0:22 - 0:25
Transition: Cut
Audio: Train roll
Scene: Bond leaps from carriage to carriage.















0:25 - 0:28
Transition: Cut
Audio: Shooting gun sounds
Scene: Bond shooting towards camera.
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The general idea is that the main portion of the trailer shows of the first few minutes of the film which is used as a mini story before the film actually begins. This way even as a trailer the film is not spoiled by viewing the early footage. After the explosion mid way through the trailer then quickly cuts from action scene to action scene.

After the last scene where bond shoots towards the camera the trailer will end with the logo of 007 and the standard text such as film name, coming soon etc.