Well, finally it's the end of IN3D
Of course what i'm gonna say now is that i LOVED 3D ALOT, be it normal modeling or basic animation,i still like it.Although i may get stuck at some concepts, but i still manage to put it through. Well maybe what people say about not giving up is right i guess?HAHAHA but i'm not gonna stop right here, i'm gonna continue modeling if i have the time.
Lester P04
Friday, February 24, 2012
End of Project 2
Hi, finally my animation is done, but i'm not very happy about it, I believe that it could be better.
Points that i think i can improve on.
-Timing( I find my animation too fast and not consistent.I could have done a keyframes list as a guide)
-Ball(I find my squash not very realistic and my stretch isn't done very well)
-Graph editor(I still not very familiar with the graph editor yet, every time i want to change the wave length,i have to try quite a few times to get what i wanted)
Overall,i find my animation looks like a rushed output.
But well...i should be proud of my work i guess?hahhaha
Ok overall it's good but if never did my squash& stretch and texturings,
i think my result wouldn't be good.
Project 2 progression
Ok now it's time to start animating.
Did you see the new 'look' of my models?Hehe
i find the textures abit boring so i added in new colors and textures
But before i set any keyframes first, i'll have to Parent it with my cargoboxes
Now you see the difference of the Weight in the attributes channels?
It is actually just like a kind of 'force' to be able to
attract and undo the cargo box or the object that is is being parented to.
But before setting the weight a blank keyframe is needed, this is to make
sure it doesn't affects the other keyframes
After animating the crane and the boxes, now the ball comes in.
I find the bounce not very realistic, so i have to adjust the tension using the graph editor.
And the squash effects i important too, but because the ball bounces
quite a few times, so i have to parent it with the ball
And at every bounce,i set it to either -0.2 or -0.3 as i find it very natural.
And to add on, i added in PointLight as i would like the focus to be on the crane.
Although it doesn't have any bonus marks but i still want it to look beautiful
And Done :)
Project 2 Progression
Hi, i'm starting to work on my project 2 right now, as you can see from my previous post, i had a rendered video of a crane moving a box over.
Then for project 2,i'll have to animate it according to my scenario 1.
It's just basically animating it moving boxes and interacting with a bouncing ball.
Next i have to create a locator for my IK handle.What's a locator and why?
The control object controls the movement of the IK Handle using a constraint
So i created it using Create>Locator
Then to constraint the IK Handle, i select Constraint >Point
But what we get in the end is the Crane head to be facing according to the direction that we are moving or locator, so in this case we have to Constraint > Orient for the Crane head to face down no matter how we move the crane.
Next is to Lock the positions for the crane so that the animation won't get too exaggerating.
We have to lock the Translate X for Armcontrol, Rotate X&Z for the SwivelBase.
All ready to start my animation now!!
From this exercise i've learnt that it is important to prepare before you start animating anything, because this is to save time and trouble later on.
However,i'm still kind of blur about the parent and constraint function. Hahaha,
I had problems with it for quite a lot of times but luckily with teacher's help i was able to set it properly.
but well i guess with more practices i will master it someday :)
Then for project 2,i'll have to animate it according to my scenario 1.
It's just basically animating it moving boxes and interacting with a bouncing ball.
Ok to start any animation, i'll have prepare my model first.
Ok here i have a normal model without any parenting, constraint,etc.
Just a plain model
Then now we have to set the skeleton joints for the crane to be able to move in a hierarchy.
So i used the Skeleton > Joint tool function to set the points.
And the joints are set :)
Parenting
Before next is to parent, it is very important to parent it properly before animating, although i'm not very used to the parenting, but i can still put it off :)
First thing to parent is the Crane Arm to the Skeleton
And then for the SwivelBase will be the parent node for the hierarchy so that the crane will turn at the center of the base.
Next is to apple IK to the hierarchy
IK allows you to control the joint rotations in a skeleton using an IK handle
I have to select Skeleton> IK Handle ToolNext i have to create a locator for my IK handle.What's a locator and why?
The control object controls the movement of the IK Handle using a constraint
So i created it using Create>Locator
Then to constraint the IK Handle, i select Constraint >Point
But what we get in the end is the Crane head to be facing according to the direction that we are moving or locator, so in this case we have to Constraint > Orient for the Crane head to face down no matter how we move the crane.
We have to lock the Translate X for Armcontrol, Rotate X&Z for the SwivelBase.
All ready to start my animation now!!
From this exercise i've learnt that it is important to prepare before you start animating anything, because this is to save time and trouble later on.
However,i'm still kind of blur about the parent and constraint function. Hahaha,
I had problems with it for quite a lot of times but luckily with teacher's help i was able to set it properly.
but well i guess with more practices i will master it someday :)
Sunday, February 5, 2012
Project 2 part 1
Jacker, a robot that does mechanical works everyday. All this time Jacker was alone, maybe because people thinks that he is a robot, but actually he has feelings too. He is starting to get sick a tired of doing the same thing everyday.
Jacker "if only i could stop for at least a day....."
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