Filed under: Uncategorized
Ive not updated my blog at all during the creation of the 3 animations i created, So this should be a big update, ill link to a few tutorials and techniques that i used alot during the creation of each movie before i explain what i aimed for with each movie.
Character animation
Well i discovered this form of animation while trying to create models for XNA game studio using blender, and then exporting single models as .fbx format. The main site i learnt the basics from was the stromcode tutorials which explain how to design models in blender, but focuses alot on designing them for use within games such as saving specific animations, Walking, shooting, jumping etc etc which then would be used in a game.
First part of a 4 part tutorial on basic character animation in blender
http://www.stromcode.com/2008/03/10/modelling-for-xna-with-blender-part-i/75/
The basic steps to designing a character that you can animate are quite simple once you get it done first time and pass all the small errors you make while learning, Such as not weight painting a single vertex in your whole model, as they are very very easy to miss, this causes the model to leave behind a vertex and it stretches it around when you move a limb. Another frustrating aspect of character animation is that you cannot apply lattice deforms to them, unless you move the model in Real Time at the same time as when you Pose your model, as within the pose mode the bones aren’t affected by any deforms, as they are under the control of the Armature, aka the skeleton already.
Basic guide to character animation:
- Draw your Character you wish to animate
- Create an armature in the middle of your character, and map it out to the desired skeleton (as simple or complex as you wish, the more complex, the more laggy it is, and harder to pose)
- Add a modifier called armature to your character, and link it to your current armatures name
- Click on the armature, and go into Pose mode, then click on your character and go into weight paint mode
- Weight paint your character, this is the process of telling blender what vertices’s apply to what bone, you can change what levels of strength each bones have on vertex’s, but its easier just to Max out the strength of all vertices’s, Unless you have a Grade A knowledge of the human biology and how each bone in the body effects what Muscle/body part. Make sure you don’t miss any vertices’s!
- Open the Action editor panel, and create a new action. From there you simply design the desired action like any other animation, Drag the bones or rotate them and the vertex’s you painted will follow them, If you enable Auto-IK in the toolbar, when you move a bone, the rest of the body will try to move realistically as well, Just set a pose and insert a key frame for each bone, then set the next pose on another frame, and go from there.
Here’s a link to the group blog for the XNA project i was working on, it will show some of the techniques i described above, and some earlier models of mine in action.
The main use of character animation i used was in the first and second animation, the first one, as guessed was the man running down the hill, He was meant to be “squished” when he entered a Lattice deformation when he fell over, but as i explained earlier, Lattces and Amatures dont mix sadly. The second movie was simply a character dancing on a stage using some character animation. I didnt want to go into to much detial for the Models and Skeleton of the Character(i used the same one twice), as then there would be about 20 bones in each hand, about 6 bones more for the spine, and i didnt feel like doing Jazz hands.
Fluids
This was quite a tricky technique to get down to a tee, it also is VERY VERY time consuming and Laggy and is a total system Whore.
The basics of the fluids techniques i found from the Mojo blog Link, the fast fluid tutorial:
http://mojo.csd.anglia.ac.uk/cgat/marie/2009/03/03/blender-fluids-quick-n-dirty/
I didn’t expect how difficult getting a realistic Water or X fluid effect would be, but i searched around on more youtube videos and tutorials and such to create a more realistic Water effect, especially as what i had in mind was a bit more tricky to achieve than water in a box that most tutorials offered.
The basic method i used was an inflow up the top of the animation, looking like a tap, that lets water flow into the scene, it then Flowed down my N and into the top og my G, each of these being hollow to allow the water to flow through it.
This required the resolution of the water to be turned up from the basic resolution of 50, to 300 to look anything near decent. The real time duration of the domain was the tricky part, as it defined how far in the X frames of your animation the water would flow for, As i had 400 scenes i had to put this up quite high to achive a realistic Look.
I also added Particle effects to the water effect, this realy looked good as it let the water split up more into little spittles of water that flew everywhere, giving it a much more realistic feel. With that i also added a glass like water texture that looked like sea water, i tinted it blue so that it would stand out more to the glass background of the N and G.
The most frustrating part of the fluid technique is the Baking time required for water samples such as my own, the one featured in my animation took 4 hours to compose 400 frames. So needless to say i didn’t want to cock it up first time round, which i did, i somehow managed to loose my baked water, and had to re-bake it for another 4 hours.
This blender wiki Page was very usefull in explaining what each aspect of the fluid engine did:
http://wiki.blender.org/index.php/Doc:Manual/Physics/Fluids
First movie
Well the first movie was the basic idea of having a man being chased down a hill by a wheel or something, and basicly getting splated and running into a lattice deform, then the camera panning in, and Norfolk and goode popping up. I achived this fairly easy, however i think i spent a bit much time on the backdrop and the creation of the scene than the animation aspect of it, but with all 3 of my movies, most of my time went into the scenes than the animations
Second movie
Well the second movie i wanted to origionly do a realy realy detailed character animation, with a high quality UV maped texture, and have him dancing with some rotating lighting, however i decided to try remake the Rick-Roll youtube video, at leist a part of it, It didnt look to bad, but i didnt want to design the 4 or 5 scenes he danced at, so just picked one and had him dancing on that one. However im unduer if im allowed to Legaly use the soundtrack for the video, as without it it doesnt sound the same.
Third Move
The first movie i still rendering since last night at 10:00, this morning it was at frame 40/200. Im hoping it will be ready for friday, the reason it takes so long is due to the fluid texture being water, and the glass side of the N and G, it looks Realy Realy decent however from the still frames i have rendered so far.
Filed under: Uncategorized
Heres my finished version of the neil hirsig’s fire tutorial, i added alot of random to the particle effects so the fire expanded a bit more rather than seemingly up in a straight line.
I messed around a bit and tried to recreate a comet i added in my first assignment, as i used particles in that system, i feel my second attempt at it worked alot better, though i could do with getting a more realistic *comet* than just a red UV sphere.
Filed under: Uncategorized
here is the final version of the curve path animation tutorial for blender, i added a light that rotated around with the camera to make sure i was 100% in knowing how to work this technique
and this is the second tutorial, i think now i know how, ill make my camera follow my animatedd objects all the time
Filed under: Uncategorized
i found the first two tutorials fairly easy as i had allready experimented a bit earlier in the year when making sprite effects that i had too freeze animations too show them up, however i didnt realise i needed too reinstall quicktime player on my laptop for me to be able too save the finished movies, its installed now, and heres the finished movie of the 2nd tutorial, i didnt save the first as i saved it in an unreadable format…
This is also the mouse tutorial i made, yes the mouse i didnt pay much attention too as i was learning about animation, not designing a mouse, so it looks like a blob
Filed under: Uncategorized
My initial idea for the assessment is too have *something* in outer space, with the earth and the moon in sight with stars in the background, im still undecided between a space ship, or some other plannet/space station, so ive been looking through different images using google.com and posted a few of them below which i feel will help in design of my assment:
http://www.seankreynolds.com/fortheeyes/graphics/SpaceStation.jpg
i picked out this one generaly becuase it fills my mind as what i see a spacestation is.
http://scrapetv.com/News/News%20Pages/Science/Images/international%20space%20station.jpg
this is a full pick of the international space station, generaly noticing the huge solar pannels which i could interpret into my design.
http://images.wikia.com/halo/images/thumb/d/d0/PoA.jpg/600px-PoA.jpg
This is a screenshot of the Pillar Of Autumn in Halo, i generaly like the huge epicness and size of the ship itself, while also maintaining the shape and style of a space ship.
Filed under: Uncategorized
I completed the 3 Point lighting tutorial from the neal hirsig tutorial website using Last weeks Rose model as a test model, The difference between the 1 point lighted rose and the 3 point lighted Rose is vissibly much better, however i assume when this technique is used on more graphical models than a simple rose it will look much better than my model did,
Tutorial URL:
http://www.screencast.com/users/Neal/folders/Flash/media/b501a0a5-18d7-4b00-98bd-756430865cc9
Rose Before the light:
Rose After the Light:
I then went on too do Week 7′s tutorial which showed a technique called lattice deformation, the tutorial was again done by neal hirsig. i found this tool quite funky, i did try too make my own fork and repeat his tutorial as he didnt actualy guide you how to make a fork before he did the lattice deformation, so my fork was a bit thick and didnt respond that well too deformation, however it did turn out slighty similar, even if it was a bit thick.
Tutorial URL: http://www.screencast.com/users/Neal/folders/Flash/media/905eb0fa-f735-46bd-a8e8-069ee8a5bc81
Finished lattice deformed fork:
Filed under: Uncategorized
This week i followed through the Organic Modeling tutorial by Neal Hirsig on:
http://www.screencast.com/users/Neal/folders/Flash/media/6fcb0906-13d6-4d44-94dd-bd011f6feea3
It focused on showing different methods of Using the short Key CTRL + Left click too extend upon faces/vertex’s/models simple by clicking, When subsurf modifiers and smooth is applied this technique can be used to form some realistic natural shapes, the tutorial then goes on too make a single rose bud using this technique, When i finished his tutorial i added a stem and coloured the petal and stem.
Filed under: Uncategorized
After returning to blender i just whipped up annother apple and plate, however i made it out of an Ico sphere this time not from a cube which was much easier, the stalk i made using the paperclip tutorial, adding a bezier curve and applying a circle too it then making it into a mesh.
Filed under: Uncategorized
After doing a good hours work making an apple out of a Normal cube with the proportional editing tool I accidently pressed X without hitting G to move my vertex, then clicked and removed all my work, yes, this program is a complete bitch. REALY needs an *are you sure you want to do this* button that isnt Right under where your mouse is.
Filed under: Uncategorized
This week i did the Materials and lights chapter 5 section of the tutorial, this focused on displaying your models in different ways using lighting, shadows and colouring.
I found the applying different tectures to the sphere’s interesting as the combining of the marble texture and the colour of both materials looked very cool, The Halo effect in the Lighting section was quite a simple effect to achive and also looked quality.










