2010年5月9日星期日

2010年5月7日星期五

Summary

The entire animation production process is quite complicated, in order to link compact so I choose to copy the some key frame in the whole animation. On the other hand I used the dummy as the main method to do the detail of animation. Because each part of the body need to move, if I used the biped to do it, it will difficult to control. So I bind the dummy on the bone, and then give dummy animation. Finally I do the camera animation. I do the animation according to the script which I design it before do the animation.
In the model part, I used the reference to do it. But due to the design style is cartoon style, so after do the each part of the model I must modify the models do not use the reference. In the process of make the model, the reference just to do the model’s outline. So the important things are modify the model. It must spend lots of time to change. Each detail must be careful. The main method is to adjust the point or extrude the face or cut the line. It will help the model more smooth.
I spent a lot of time to this work. In the production process also encountered a lot of trouble. Such as some complex action in the animation, it requires to do the action again and again. When I meet these problems I go onto the internet to find some good way to solve it. And also read some books. Such as some books are introduce how to do the character animation. In the production process of animation, I also learned a lot of new knowledge.

2010年4月19日星期一

week11

Production titles:
Play the word in the text of AE, select the text layer, under the menu of animation, and click on Browse presets. It can appear of effect box, select the text file to find the effect which is you want. When this step was done and then add a hue \ saturation to the text layer, but not to any effects (Objective: The effect shine cannot appear in the first layer) and then add shine effect for the back of the text (select the text layer, on right key to click Effect ---- Trapcode ---- shine) choose the blank space click right key (new --- Adjustment layer) adjust the color of all layers and then it finish the animation, finally rendering the animation.
Create the end of production:
Make a new solid layer in the AE, painting a path, choice click right key (Effect ---- text ---- path text) establish a good text and type of text in appear of box. Regulate the animation in the Effect control. Finally, rendering the animation.

Middle subtitles:
Make a new solid layer in AE, write the words and put the dialog box to the bottom of text. Adjust the location and size.
Select the blank space click (new --- null object) Change the name of parent to null 1and then adjust the text and the dialog box in the null layer. Finally rendering the animation

Final synthesis (AE)
Put the .Tga file which is output from 3DS MAX into AE, click Ctrl + M to open rendering panel. Change the render setting to quality, Best Resolution, Full. Set up the Format in the Output Module to video for windows. Click the Format options in the video output of Output Module. Set up the no compression in the compressor. Finally, set up the output path.

2010年4月5日星期一

week 10

Lens 8: The main shot the actions of go out and waving. In this part is produce one of the boy’s action. At the frame 11, I put the action of the character. This action needs to be turning heads all the body. It must take a suitable position. At frame 18, it will start to make waving movements. The method of this part is also used the dummy. The facial expression is mainly talk. Pick up expression of the model. At frame 46, the body restore to the original state.



I will show some key frame. In these frame must be do the action change.









In this lens is mainly to do the woman’s action. I designed this expression from angry to the helpless. The expression of angry is repeating the lens seven. From the frame of 25-41 are mainly do the action of separate hands. In this lens must be adjust movement of the body.




The key frame, it must be doing the action very well. And then all the frame can be contact.




Rendering
Press F10, open the render scene, in the common parameters adjust the Camera lens length, adjust output size, set the output path and file type, finally render output.

2010年3月27日星期六

week9

Lens four: In this lens is mainly shoot the action of two boys. The method produce is the same with lens one.




Lens five: In this scene is do the animations for the camera just give close lens to two boys’ eyes.
Lens seven: In this scene, I must do the action to express the anger. So in this part each frame link very tight and have short time. It will move the characters hands and arms. Also pick up the expression of anger.










2010年3月19日星期五

week8

Animation
First, set the camera position. And then make a woman's character. Woman's expression divided into frown, talk, open or closed eyes. In order to reduce the workload, women’s expression has been finished and the methods have been introduced before. When do the animations picked up right expression. I found a video online that similar with I designed, can be used as reference. Open the animation record, set the animation time, and then began to do animation. First of all, to determine several key action steps, such as hold hand, the most important position can be as a key frame to set, it will easy to connect the action. When produce the character of woman is most important part are the hand, head and facial expressions must be coordinated. The method used dummy to do the head model. It can change to do the animation for dummy. Then the head will follow the dummy to move, this method is relatively simple. When do the animation, the good method is do some action by myself. Because it can help me to do character’s action more similar with the real. On the other hand the most strenuous part of the hand movements because each finger needs to move. I also choose dummy method to do this action. I contact the dummy with each finger and then do the animation to dummy. However, each part will need careful and mortify. When do these actions I use my finger to do some action and then recorded it. And also refer to the downloaded video, pay attention for each frame of action. It also does frame with the video. This part takes a long time to complete, because the head movements, hand movements and facial expressions need to constantly experiment.
Make the two boy’s animation. Two boys head need to move therefore when head to move, the eyes must together with the head. It is also selected to the dummy to do animation. I put the dummy before each eyes and then put the two dummy together. When do the animation, it can be change to do the dummy’s action. The two boys’ expressions have been finished, just picked up from the model into a frame. The method of boys hand movement is the same with women's hand production. To do this scene is spent more time. First three characters’ actions are complex, for example. The hand movements are more difficult to control, need to research and production again and again. And also need to observe the action of the film.



I will show three key frames in this lens:









In the lens two, the movements are similar with the first lens, but adding some details in the action to make the action looks more coherent. In this part there are many action need to do so after skin the model, I copy a set of models. And then do some different facial expressions and movements, for example, close and open the eyes, because when do the animation these small actions are not easy to make. Therefore, I have done it before do the animation and then pick up the action in frame, while reducing production difficult.
Lens three is mainly to woman’s action. In this scene the woman’s action is similar with the lens one so I copy the key frame. The main difference is the lens. In the lens one the camera mainly shoots the side of woman but in the lens three is shoot the front of woman.

2010年3月18日星期四

2010年3月13日星期六

week7

Add the expression
First of all, do the expression in the animation. Firstly, copy the model to the blank areas, and begin to do the expression.
(1) In perspective select the head model, and then open the modifier list, choose the morpher, and then put the morpher under the skin modifier.
(2) Modify the parameters in the channel list, check automatically reload targets, choose the targeting models in the perspective and then find the editable poly to modify the vertex.
(3) Select the soft selection, check use soft selection and set the parameters
(4) Produce the required expression through adjusting the point position.
(5) Use the same method to do the expression for different models, each model is
only one expression. When produce the animation, it can be picked up the expression from the model.

2010年3月4日星期四

week6

Scene model
In create panel, select Geometry, create a box ,set up the length and breadth of the line number, choose the object and right-click, convert to Editable Mesh. Through adjust the points, lines and surfaces to make model. Most of furniture in the scene are creating box, add a point, line and surface, extrude or delete and then adjust point, line and plane.





Scene lighting design:
To demonstrate the effect of the scene is cartoon design, so the majority of lighting selection Omni lights in the scene and then put these lights in different locations to create different effects.



Skin:
In create panel, select systems, click Biped (create bone) in object type and then binding the bones. Added to the model in skin in the modify panel. In the parameters, click the Add, add all the bones, and click on Edit Envelopes started skinning. Check the vertices chosen weight tool, set the weight values. After finished the skin model, make a few of basic action. Check whether there is not a good place to adjust. And then continue to adjust the weights values.











2010年3月3日星期三

The two boys' model

In order to save the time and the scene need three character. So i use the first model as the basic model. and then modify some part of the first model.such as the eyes, head and hair. The different part is i used the different maps on the different model.








2010年2月27日星期六

Create the clothes, Expand UV ,Add the map

Clothing design is relatively simple, because the clothes are all close, so it can be produced based on the model.
(1) Select plane which is the T-shirt covering the body, and then use the Detach command, use the clone to detach the cloth and body model. Select clothes, changes color, then use the zoom tool to change the clothes bigger.
(2) Use the cut tools add structure line in the clothes, adjusting points to modify the shape of clothes. After that I used the same method to make pants and shoes.
(3) After finish creates, I began to adjust the model. Delete the reference map, modify the character. Adjust the model according to my own ideas. Adding lines or delete lines to adjust the model until achieve their desired effect.






Expand UV
Select the object which is needed to expand UV. In the modify list to add Unwarp UVW, Click Edited in the parameters, and then adjust the UVW map. Then open the Photoshop to drawing the map.










Add the map:
Select the object, press M key to open Material Editor, select the ball, in Blinn Basic parameters, click the little box behind the Diffuse, select Bitmap and add material to the object.
After completed the model, began to do others model. It can change the first model to get it. Adjust the point, line and surface. Or increase point, line and surface to adjust the model. The most different parts are the texture and clothing, but the production method is the same.

2010年2月24日星期三

Creating Hands:

Firstly, create a cylinder, then increase the segments and also adjust the point position. Adjust the location of point according to reference map to. And then copy the fingers. Adjust the location of the length of each finger. Create a box, adjust the size, and increase the number of segments. I will accord with the reference map to display the box. And then link your fingers. Choose the bottom edge of the fingers. Choose the bridge edges to link each finger. Adjust the location of the points. And then will combined box and fingers, select attach. And then select the target weld to weld the points together. To adjustment every point of the hand, delete redundant points. Finally add a modifier Meshsmooth, the hand model has become more smooth.
After complete of the model needed to connect each part and then delete useless side. Another is the most difficult thing is to modify the model. Because this reference map is more anthropomorphic, and I want create cartoon-style, so there are many areas need to change. Reference map is used to make the outline of the human body model, after that it necessary modify it according with my own ideas. So I spent a lot of time to change the model to make it smoother.























2010年2月22日星期一

week5









Produce the hair:
Create a sphere, adjust the parameters values, Transform into Edit Poly, delete superfluous points and then adjust the point position. Through extrude and cut method to build the hair model. Finally mortify the model’s shape.










(10) Produce the body models. The main body model is used the box to create. First, create a box, and then copy the box. Delete the bottom and top face. Select attach key, to merge the two boxes. Select the box to combine these two boxes. Select the two edges which are want to combine them. Use the bridge approach to merge the two boxes. Adjust the location of the point according to the reference map. Use the same method to connect the following four boxes. Finally adjust the point of the model, make the whole body shape same with the reference map.

2010年2月19日星期五

week4

Create model:
Before do the animation the create model is the most important part. There are three models in my work. One is a woman's model and the others are two little boys. However, these three models have a common is that they are simple low-side model. Therefore, the proportion and composition of their body are the same. It is only used the reference map to complete outline of the model, and then modify the details. It can be turned into three different models. This low side and the cartoon-style model is the simple model. The biggest differences of these three models are the eyes, mouth, hair, clothes. These parts can change after finish the model in general.
Firstly I will introduce the production process of the model. The model’s style is Cartoon style, so it does not the same as the game character. I want to use the reference map to make models. Using reference map to create the outline of the model and then according of my own ideas to modify the model, such as exaggerate the eyes, mouth and head. So the reference map is only used to make outline of the models.
The method of create model:
(1) Import the body reference map

(2) Create the head model. According to reference map, select the plane and create the model accordance with reference map in the former view. Then go to modify, changes in the parameters values.
(3) Create the model of nose. In the left view make a plane and adjustment it to a good location. Then convert to Edit Poly. Select points to adjust.


(4) Hold down the shift, Copy and extrude the plane and then Adjust the position of point
(5) Repeat the same method to produce the nose section, after finished creates the nose. Adjust the location of the point.
(6) The established of eyes. I hope the character eyes can be more exaggerated. Therefore, when produce the eyes. I just use the reference map to do the outline of the eyes model. And then follow my own ideas to modify the model eye. First click the sphere, while copy it, according to reference map to put them.Select Tube button, set up in the top view, used it as supporting of mouth model. According to the reference map’s shape to modify or cut the outline of the model.







(7) The production method of ears is the same with nose. It is mainly used the Plane to produce, and then attach with all the plane.

(8) Click the Right key on Sphere convert to Edit poly, select the excess part of the graph, delete it. Then used the attach command to put the face and head together .Then adjust the point position.


(9) Break away the reference map, accordance with own ideas to modify the head model and also adjusted point. Adjust the points and faces to good position.