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.

2010年2月11日星期四

week 3

The idea of my works:
The models I want to use cartoon model, I like this style of model. In recent years most American character animation design used this style. The designers used a simple and exaggerated style to build the model. Therefore, I hope to use this style in my works.
Role: the character of a mature woman (mother), two small boys characters (children)
Scene: at home
Lens 1: Panoramic. Mother was education to her sons. Two children sitting on the sofa, their mother educate them. The camera is Close-up to the mother. Mother is so angry. Two children do not listen to her mother's education. One child will see outside the window, another boy will see his watch, because they are waiting for the basketball match.
Lens 2: The camera is Close-up to the boys. Now the two children see each other, one of the boys look at his watch and talk with another boy, the match will begin, they must go.
Lens 3: The two boys see each other and they will prepare to go out. Now, the Camera is close up to these boys. They are waving with her mother to say goodbye.
Scene four: The camera is close-up to the mother .She is very helpless.
In this idea, I want to use the life scene to express the body language. First, people usually speak always use some body language to express their emotions, so in the animation of my work I want to use the body language to express the angry and the mother education to her sons. Other characters are two small boys, I mainly through body language to express their feelings. They are worry about the basketball match. They do not late for the match. So they feel very anxious. At the end of the animation, I want to express the helpless of the mother through body language.
This is the content of my work. When I make this animation, there are more details need to be change. In the following production process I will explain the detail of each part.

2010年2月3日星期三

week2

This week I was looking for some information about body language. The body language is divided into many types, the body language can be expressed of a person’s mind, even they have different languages, and you can probably understand each other. This week I look up many video to see the body language and considered my work. My first choice of body language is dance. I think the dance is a kind of body language. People can use this method to express their mind. Peacock Dance is the best type to express the body language. The peacock dance is very famous in China. So I want to use this theme and I looked some videos about this dance. But I found if I used this theme, there are lots of difficult things for me. Because when the Peacock Dance dancers performing, their every bone- joints of the body can be activity. When I made this part of the animation I think it is difficult for me and there are many detailed in this part. On the other hand, this work is the requirement that the three characters, but the Peacock Dance only one person, so I gave up the idea. Finally, I have found that we can see the body language in everywhere from people's lives. I think I can find the materials from life. I also have my own initial ideas.

2010年2月2日星期二

Introduction to the module
In this module we are to film or find film of least three people showing different behaviors or characteristics, analysis the body language and movement and then create and animate a character to mimic one of those behaviors. The work will create of a short 30 second animation.

3D Character Studio
Animation refers to use of modeling have been designed in three-dimensional animation software to do an animation clip. To achieve the Movement and the screen changes through key-frame. Set the main screen animation as the key frame, between the key-frame transition completions by the computer.
Dynamic three-dimensional animation is a technique in which characters speak mouth changes, the expression of emotions, walking movements and so on, must comply with the laws of nature, producing realistic as possible. People's movement for change, the system provides bone tools, through the skin and bone technology, the model binding, easy to produce in line with people's law of motion movements.

3D character animation -------walking, running, jumping



3D Character animation is the most simple walking, running, jumping.
Animation walk method is divided into two, the one is to manually create the steps and another one is automatically generated.
Manually create the steps: First, create a biped, in the motion panel, select the footstep mode, then create footsteps. The final choices create keys for inactive footsteps. Walk on the production of finished animation.




Auto-generated animation of walking: first create a biped, in the motion panel select the footstep mode, then choose create multiple footsteps, in the number of footsteps enter the required steps, click OK. The finally, choice create keys for inactive footsteps.



The same method can be made to run and jump. But need to choose run, and jump buttons in the footsteps creation.