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Showing posts with label stoneage. Show all posts
Showing posts with label stoneage. Show all posts

Saturday, May 1, 2010

Stoneage- Putting it together with sound

I needed only two days to put the image sequence into video and add sound.

The video compile was done with after effects. I took 9 frames out of it, and added an ending screen. The animation is 1:20 , which is not much, considering I wanted to add stuff but some people advised me not to, because I might spoil the jokes.I also added some fading out and changed the timing of some of the shots.



I made two versions of the video- encoded and non encoded (highest quality).

On to Sound. The sound was done with the excellence of soundbooth, which is a very simple and powerful application. I made multiple revisions of the effects in it. Some of the sounds were fine tuned to be slower or with a lower pitch.There was some static noise that had to be removed, I did some fade in/outs on the sounds too..For music, I used some african war drums and nature ambient. I was very careful when picking the music and sounds, not to use anything that is copy righted material.


aaand here's the finally completed animation- STONEAGE

http://www.youtube.com/watch?v=M3V4BSeAgPc

don't forget that this is my FIRST ever 3D animation. I have never done this before.

Wednesday, April 28, 2010

"Stone Age" - Finished the animation, sound next

Today I finally got around cleaning up some of the annoyances and completing my animation. The next logical step was to set the scene up for rendering.

The light set up is fairly simple: 1 ambient+ 2 point + 1 areal light.



I have to admit that I had a lot of fun with this. Not only because it's my baby. It was the struggle itself that kept me motivated to work on it. I had to struggle with things that were new to me in maya. What I learned by doing that is certainly something that comes with an incredible amount of freedom to create. It would be a lie to say that I never hated Maya. Heck, everyone in my class seems to be hating it at first. I hated it's graph editor.I hated the way the keyframes are displayed. It was so different from flash and toonboom. So different than 2d animation. But you know what, after using those tools long enough to understand them, they all started to make sense. I love everything that I initially hated. It's so nifty and useful.Every little feature. It's no chance that Maya is King in 3d animation and effects!




The challenge to do it in a month and a half seemed close to impossible to the people around me. Half of them were telling me- oh no, you are never gonna make it- after they initially saw it's animatic.

Not only did I make it,I also helped others make theirs. While making it, I worked on my 2d animation to get it polished. While making it, I learned to use other features of maya that weren't used in it, I also gave myself a fair amount of sleep and leisure time. I built EVERYTHING that you will see in it from scratch.It was built by the book, but it also has it's own unique features and quirks. I even managed to go off track and experiment with things. Thats when I made a couple of shots that just had to go, because they don't work well for the story.


This is a playblast of one of them:

It's a very raw version of what I had in mind, but it was all made to test those snapping controls that will be important in future animations.



And this is the very first character sketch of the cave man and the mammoth. All scribly drafts of basic ideas in my messy notebook. Looking back at those, it seems that I made a considerable ammount of changes to my character designs. Not sure if it was just for the fun of it, or because they seem to work better in 3d with the changes. I still feel that I managed to stick to that original idea very well.



Today I went to the university lab, logged in 4 computers and started rendering it. According to my maths rendering should have taken 4:30 hours on one computer and one hour on 4. It proved right. Thankfully I kept the polycount very low. Actually I could have smoothed my characters at least once, but I just hate the smooth tool. Subdividing is a bad practice in my book.

So, my whole scene- absolutely everything in it: all the characters, trees,rocks and so on is 19 400 polygons. One frame took roughly 4 -7 seconds to render on 480x640 (production quality,low res).

Now that it's all rendered in IFF files, what I will do tomorrow is put them in a video format and add some basic sound. You might hear me in the final piece, since I can't find anyone willing to do the caveman's voice xD..



After all that is done, it will be a glorious minute and a half, which could have been 3 minutes if I kept all the shots.Hopefully this or next week you'll see :)

Thursday, April 15, 2010

creating some snap switches and extra controls

The animation is almost complete now, I would like to take the time to note some of the new controls that I have created while keying things.

Maya has a whole bunch of nice constrains that can be switched on and off. This opens a wide range of neat time savers for the animators.

In my case, I created some snapping controls, so I wouldn't have to keyframe things, while they are moved or snapped by other things. In one shot, just to experiment with that, I made my cave guy hit himself on the nose, after a pesky fli decides to take a nap there. The nose acted as an on and off magnet for both the fli and the dude's right hand:




Other such switches are present on cave man's spear and the grass that the mammoth eats. I am showing this ,because the shot with the fli might be taken out of the final animation. It still was a nice fun experiment for me.

Wednesday, April 7, 2010

Stone age - animation progress

Before doing any animation on this, I keyed an animatic camera and a proxy of my character moving around, so I get my timing,positioning and scale right.



Why not directly animate the global control of your character move and do it on a proxy instead? Well, duh- have you tried keying a character that constantly moves?

The second thing I did was writing a rough draft of all the movement of my characters - when do those cycles start and end...



Aand after doing that, I came up with even more jokes and funny little moments that you wouldn't see in my early animatic, making this even a bigger task than it already is.

I have to say that I really am loving maya's keyframing ability and all the little controls that the system will let me create for my characters.



I have gotten roughly 40% of the animation done (in the first week). It's faster/easier than I originally thought it would be. I found some annoyances in my character sets- mostly the skinning and the lack of squash and stretch, which wouldnt let me do some of the things that I would like to do to my characters.I also had to create some extra props and controls for them as well...fix a constrain mistake I made on the spear xD..
I am learning a lot right now, while having fun.




It's interesting what one man can do in a bit more than a month. Animatic and a story, 2 animatable characters- with textures and everything, backgrounds,props with their controls and almost half of the animation is done. And I am only learning Maya. Imagine after I get some more experience.This is my first 3d animation after all.

Thursday, April 1, 2010

scene-composition and resolving bugs in Maya for linux

Today I finished up the background And composed it together with all the elements that I have modeled from scratch. Everything that was made out of nurbs surfaces was converted to polygons and cleaned up and combined where needed. With fingers crossed I imported everything to one scene file and began ordering the elements of the island:



Now, while I am not completely happy with this, (the shape of the island is still a bit square-like) , for the animation short- this should work alright. Since there is not much time to work on the way it looks like at this point, I am focusing on starting animation work tomorrow and getting that done in 2 weeks.

Here are some shots I made,just to have some fun with the thing:




http://www.flickr.com/photos/8837376@N07/4482130236/

I know lights suck, but I will leave that part for after I make the animation. Of course , if there is time, I will improve everything that I dont feel happy with (maybe some more work on the skinning and the backgrounds/textures)...


On a side note, I had some screen cursor locking problems on Maya 2010 for linux. The nasty bug would lock my screen and would force me to get out of X to a terminal to kill maya. Fortunately, google granted me the support I needed to resolve it with some copy and pasting. Here is a log file of the fixes I applied:
http://docs.google.com/Doc?docid=0AYWmGlTeh8z8ZGM3MzY2ZjhfOTdjdzJ3emhmcQ&hl=en

hope this helps other geeks out there

Monday, March 29, 2010

backgrounds and props wip

I went through some of the things that must be done in order to get the technical things aside and be able to focus on the creative when I start animating.

There are numerous cosmetic fixes and changes here and there on both characters, their skinning and controls. There is no reason to post pictures of that now, because I will show it later on anyway.

The new things that I made are the spear weapon( with it's controls ), and some of the elements of the backgrounds. I am also compositing the shots right now and thinking about the background and it's colors.

The spear was really easy to make in maya, and I also Uv-ed it in maya and made the texture with photoshop. Here are the controls that I made for it:



And here are the background elements this far:



Ignore the ugly procedural textures- I am going to change them later. Almost everything is made out of nurbs curves, circles, bend deformers and so on. There is a lot of duplicating and variating going on too.. but I think this will do,after I put some nicer textures

Sunday, March 21, 2010

mammoth -the set up





I finished the Mammoth character set up yesterday and while skinning frustrated me at first, I managed to get it done way faster this time. Thanks to some help I got at university. I am getting a lot of valuable feedback from more experienced students at uni. Anyway, here are some shots I took yesterday:




There are several blend shapes used this time. I got some assymetrical face expressions controls on the brows and the cheeks put into single controllers.




I like having one control do as much as possible. That simplifies the work later on. These characters are far from perfect, there is still a lot to learn. But I guess that they will do for this animation short.

Thursday, March 18, 2010

Cave dude - the set up

I finished the cave man's set up completely a couple of days ago, but forgot to rant about it. There is still more to desire in regards to the skinning, but meh..

Here are some of the controls that I have set up. I know its pretty basic but it's my first rigging/skinning work ever. Took less than a week...










And while being at it, I guess I will also show you my progress on the other character. Just to experiment,I decided to use a mel script to generate a rig for me this time. It's called the setup machine2...But of course what I got out of it was overcomplicated and had some joint orientation issues.,so I deleted half of the rig (legs) and redid them myself. That also took care of the skinning issue it gave me.



blend shapes are prepared for applying after i get the weights right...

Sunday, March 7, 2010

Mammoth mesh

Yesterday I created a mesh for the second character of my upcomming animation short for Bradford University. The mammoth is a low-poly mesh that consists of 820 quads, 4 textures and uv maps. I did the whole thing from scratch in 5 hours, using mainly Maya, but also Z-brush for the UV mapping and Photoshop for the texturing and transparency maps.



You can see a better quality render at my flickr gallery, which is previewed in a small window on the left side of this blog.

I found out how to embed 3d in flash content, so from now on, I will be able to post actual 3d viewers instead of static pictures :P

Monday, March 1, 2010

UV mapping and texturing of cave guy

Today I cleaned up the topology and finished the UV mapping and texturing work of cave guy. I used Z-brush to do the UV and Z-brush and photoshop to create and edit it's texture. There are no seams visible. I might have over saturated the skin tone. There'll be a couple of test renders later.



name of mesh: Cave dude
number of polygons: 3559
texture size: 1024x1024
Time taken: 3 days- one to sculpt,one to retopologise, and one to uv and texture...


Another thing I did was softening the Normals of the whole mesh and then hardening them on some of the edge loops.


It might not be a very good idea to uv it before it's boned, skinned and tested, but I just had to do it today.This was something I wanted to learn from ages. Now that I know how it's done, I think I will enjoy texturing organic stuff in the future.
I have to say though, I am relying too much on my tablet. If I didn't have a wacom tablet, this would have been very hard to achieve in 3 days.

Sunday, February 28, 2010

3D character animation assignment- storyboard and topology

I just started planning out my short 3d animation for character animation assignment. The deadline is the end of April or something like that.

My idea is a bit too ambitious for such a short deadline, but I also came up with a plan B story for it, that doesn't involve me modelling and animating a mammoth.


(animatic done with toonboom storyboard trial)

The production pipeline path that I am going to take is going to be slightly different from every one else's in the class. Since I've been using z-brush for almost two years now, I decided that it will cut some of production time.


1 modelling:
sculpt in zbrush---->retopology in zbrush--->export to maya and do some tweaks on topology


Making an animatable topology mesh in Z-brush and exporting it to maya is incredibly easy, though it had some quirks. Some people might say that it will take more time to do it with Z-brush, because then I have to redo the topology after I sculpt the character. To those people I say- no. It's far simpler and empowering. I get the shape to look exactly as I want it and focus on topology afterwards. So I do better at both shape and topology and I have greater control over the end result. I sculpted my mesh and then redid the topology in z-brush (If I export a high poly mesh it will just crash maya) so I made an adaptive skin (copy of the hi poly mesh) with proper topology and 2 subdiv levels stored in it. I just needed to add some extra edgeloops in maya.