Showing posts with label maya. Show all posts
Showing posts with label maya. Show all posts

Friday, April 6, 2018

Maddie's Magnificent Movies!- Yet Another Bouncing Ball Animation



Our next project in Maya was to, once again, animate a bunch of balls bouncing. This, time, however, it's in 3D! 

So, in Maya, we were asked to make a golf ball, a tennis ball, and a bowling ball, and create bump maps for all of them. For the bowling ball I just used a Blinn, but for the golf and tennis balls, I found bump maps on the internet and used those. We then added 3-point lighting and a floor.

Then, we went down to a near-empty garage in the school and we bounced golf balls, tennis balls, and bowling balls in real life while filming them. Then, we put the videos into Photoshop, and we were tasked to keep track of at which frame the ball bounced up and down and the approximate height of the ball. It was time-consuming. Then, when we were done with writing all that stuff down, we went back to Maya.

In Maya, we animated the balls bouncing by placing keyframes at the exact frames the ball went up or down and then plugging in the numbers we wrote down. After that, we went to the Graph Editor for each one and made the balls' downward descent linear.

After that, we changed the material in the floor to make it match the background, and we added an image background. This was my first time using an image background, and while the shadows can be a little wonky, I'd say it looks good.

In the end, I learned how to use real life to create animations and how to keep track of which keyframes things happen at. I also learned how to use images as backgrounds in Maya.

Monday, March 26, 2018

Maddie's Magnificent Movies!- FALCON PUNCH!



Recently, we were asked to create a container for a fake product, render it, and animate it. So I knew exactly what I wanted to make: a bottle of Falcon Punch! The first thing we were supposed to do is render the bottle, and I sculpted it from a rotated curve and textured it using a translucent Phong E and a blue Blinn. Then, we were asked to make the label for the product, so I made this:



After creating that, I added a new texture to the yet-untextured portion where I would put the label, and added a picture- this picture- to that texture. After that, I added a brown floor, made the background blue, and added 3-point lighting. Then I rendered an image.

After this, I animated it spinning using keyframes. Then I was done!

From this project, I learned how to add separate textures to separate faces of the same shape and how to put a picture on a texture.

Thursday, March 1, 2018

Maddie's Magnificent Movies!- Snowflake Animation


This has been something we have been working on all month. Ironically, it took way longer than it was supposed to due to snow days. But, it's completed, and I am very proud of it. So, allow me to explain the process that went into this.

Step 1: Creating the Snowflakes


The first thing I did was create the snowflakes themselves. I used the Create Polygon tool in Front View to create one half of each individual arm, then mirrored it to create the other half. Then, using Duplicate Special, I created 5 clones of each arm, rotated 60 degrees around, then joined them all together with the Combine tool and deleted their history.


Step 2: Modeling the Snowflakes

The next thing I did was, well, make the snowflakes actually look like snowflakes. First of all, I used the Extrude Face tool to give each snowflake some depth. After this, I hardened the faces using the Soften/Harden Faces tool and smoothed them out with the Smooth tool. By that point, they were fully modeled, so I moved on to...

Step 3: Shading the Snowflakes

After that, I added color, shading, and texture to the snowflakes. I created a Phong E, colored it white, and named it SnowShader. Then I assigned it to all the snowflakes. After that, I added bump mapping (specifically the Rock texture) to make the snowflakes look more like they are made of tiny crystals. Finally, I added white and blue 3-point lighting with a white key light, a blue fill light, and a white back light. 

Step 4: Creating the Room

For the room in the animation, I created a polygon plane, then extruded part of it for the window. Then I shaded everything, using a transparent Phong E for the window and Lamberts for everything else. Then, I created a lamp using a point light.

Step 5: Actually Animating the Snowflakes

First of all, I made the snowflakes smaller, then created 2 sets of smaller, farther-away copies. After that, I dragged them up above the window. Then, I used keyframing to set a unique path for each one.  Finally, once it was all done, I batch rendered it all, exported it all into After Effects, and arranged it all there. After all this, I was finally done.

What I Learned

I learned how to take a flat object and use the Extrude, Harden Edges, and Smooth tool to make it look realistically 3D. I also learned how to make things look like ice, how to use blue lights to make pure-white things have a slight bluish tint, and how to animate multiple things each going down their own path. This was a very fun project, and I'm especially proud of it.

Tuesday, February 13, 2018

Maddie's Magnificent Movies!- Ice Cream Project


I'm animating my favorite food! YEET!

This project was one of the most complex, elaborate, and anticipated projects we have done in Maya thus far. There were two parts to it: modeling and animating. This was the first time that we animated something in Maya.

First, let me explain how I modeled this. For this project, there was a lot of joining shapes together and applying textures. However, unlike the previous projects, which had fairly basic textures, for this one we used bump mapping. Bump mapping allows your models to appear, well, bumpy, and makes things look more organic as opposed to the artificial smoothness of the lamberts, blinns, and phongs. I used a cloud texture for the ice cream scoops and a leather texture for the cone.

Now, time to explain how I animated this. Basically, I used a cylinder to create a rotating platform for the objects to sit on, and I linked all the objects together so animating it would be less of a hassle. Then I opened the animation timeline and added a keyframe at the beginning. After that, I rotated it, went to the end, and put a keyframe there. Automatically, the platform spun in the animation. Then it exported it as a series of pictures and I put it all together in AfterEffects.

I learned a lot about how to animate in Maya and how to use bump mapping. I am very excited to see what more we will do with this skill!

Thursday, February 1, 2018

Final Maya Project- The Pen


For our final project in Maya, we were asked to make a pen. However, the catch was that we needed to model it after an existing pen and make it as close to the original as possible. For reference, this was the pen I used:
So, we had to use all that we had learned to create a pen. I started off by making a simple cylinder, then adding subdivisions. After that, I went into Vertex Mode and made it so parts of it were more pronounced while the end of it tapered downward. Then I separated the grip and the top of the pen from the rest of the pen. After that, I created the push thing at the top of the pen using another cylinder and Vertex Mode. I then created the clip by drawing a NURBS curve, creating a surface from it, and extruding that surface. My initial plan was to use lofting, but that didn't turn out like I wanted it to. Then, after making the main body of the pen translucent, I added the ink and its container using yet more cylinders, and finally, I made the point of the pen with another cylinder and Vertex Mode. I also added colors and textures to everything- the plastic-like Blinn for most of the pen, the matte Lambert for the grip, and the metallic Phong E for the point. After that, I added lights and a floor, and I was done!

This project was a very exhausting one, but it was quite simple once I got the hang of it. After all this time, I'm proud of how far I've come in Maya. I'm amazed with what I have been able to create in Maya recently, and though I prefer 2D animation, at least I know how to do 3D animation now.

Friday, January 19, 2018

Revolving and Lofting



This week, we were assigned to create two things in Maya: a cup and a salt shaker. How did we do this? Simple. Revolving and lofting. Now you might be wondering, "Maddie, what even is revolving and lofting, and what does it entail?" Well, allow me to explain.

Revolving is sort of like making something on a potter's wheel. You start with a simple NURBS curve, then you shape it into what looks like a cross-section of whatever you're going to make. Then you just click Revolve on the Modeling menu and spin it around an axis, and ta-da! You have your object.

Lofting is more akin to building a structure. You start with a NURBS surface and shape it into the base for whatever you are creating, then duplicate it and move the duplicates up until you have it at the height you want. You can also use NURBS surfaces that are differently shaped. Then, once you have the framework for whatever you are creating, you go to the Surfaces menu, click Loft, and voila! You have just successfully lofted.

Friday, January 12, 2018

Hammer Project



This week, we were assigned to make a hammer in Maya. Now, I'm not very good with Maya, and the many things that went wrong during this project is a prime example of that. However, it turned out pretty well despite that.

The first thing we had to do was model the hammer. It was easy at first, but once it got to shaping the claw, I encountered a problem- whenever I transformed something, I was doing it to the entire shape. Thankfully, after a quick Google search, I was able to fix it, and I continued onwards, shaping the head of the hammer as well as tapering in the handle.

Next, we had to shade the hammer. Shading was, by far, the easiest part. All I had to do was apply a brown lambert to the handle and apply a shiny metallic texture to the head.

Finally, we had to do 3-point lighting around the hammer. This was, by far, the most difficult part, because no matter what I did with my 3 spotlights, it would be too dark when it rendered. Finally, after hours of experimenting, I managed to use 3 extremely wide and bright lights to make the hammer visible, and after exporting it as a PNG, I turned up the contrast in the color settings on Preview. Overall, I think it turned out pretty good.

Friday, December 15, 2017

Animation Semester Reflection

Over the following semester, we have been creating several things. Today, we were asked to reflect on our favorites. Here are mine.

1. Walk Animation

In this project, I learned how to shade in Photoshop, and that moving the limbs of characters is a lot harder than one may think. You have to move the opposite arm and leg, alternating between them, and make sure the rhythm of the movement isn't off. I chose this project because I am so extremely proud of how Metal Girl looks. She's fully shaded, anatomically sound, and the metal blades on various parts of her body actually look like metal.  Not to mention, this was the first video that I got to incorporate my characters into. I think the best part of this animation was how Metal Girl looks, but the worst part of it is the background, which looks quite out-of-place in comparison to the style of the character. I'm going to use this knowledge of how to make characters walk for my upcoming web series, Dank Meme Warriors. I will also use my new knowledge of how to shade in Photoshop for the official character portraits in my upcoming book series In My Element, among other things. If I were to change anything, I would most definitely use a different background and not just a screenshot from an NES game. In conclusion, I feel like this project showcased how beautiful I can make my characters look and how smoothly I can make them move.


2. Maya Castle

This was our second project using Maya, a 3D modeling software. I learned how to use booleans to make more complicated shapes and how to apply textures to objects. The only reason I chose this project is because we had to choose 2 Maya projects to reflect upon, and one of them is one that I am NOT proud of. I will use what I have learned to make appealing and detailed things in Maya for this class. The best thing about my castle is that it actually turned out decent. Throughout my project, I had no idea how to do a lot of the things due to my terrible memory, so I had to get others to help me on several occasions. However, my castle is a little basic. If there was anything I would change, it would be adding more things to make it stand out. In conclusion, this castle was very difficult, but I am so proud of it.


3. Polything

Going from one Maya project to another, the Polything was our first attempt at using lighting. I learned how to use lighting in Maya, for the most part. I also had some more practice with booleans and making complex shapes. I chose this project because it's the Maya project I'm most proud of. It's so beautiful! I will use what I have learned to make equally beautiful things in Maya. I believe that while I could work on the lighting, the shape and the way the light shines off of it are spectacular. If I could change anything, I'd make the light a little brighter. In conclusion, this is the best thing I've made in Maya thus far.


4. Multiplane Animation
This animation, which I have dubbed "Moonscape" was not only a project that I learned a lot from, but also an opportunity to sneak in references to astronomy, mythology, and pop culture. I learned what a multiplane animation entails, and that the things in the back must be shorter and move slower than the things in the front.  I chose this project because I'm proud of not only how it moves, but all the things I was able to sneak in there. The best thing about this animation is the smooth animation, but I do think it could have been shaded more. Again, I will use this skill when making multiplane animations for my upcoming web series Dank Meme Warriors. If I would change anything, I'd take some time to shade everything. Overall, this animation is truly "out of this world".


5. Story Animation

Finally we come to my In My Element Story Animation, which I consider to be my magnum opus. I learned not only how to put audio into an AfterEffects animation, but also how to use the various skills I have learned to create something beautiful. I chose this project because it is the greatest thing I have created in this class- beautiful, quirky, lighthearted, smooth, heartwarming, and educational. The best things about this animation are the character designs and the voice work. However, there were a few slip-ups, such  as the beginning when Argentia's mouth movements didn't match up to her lips and when Courtney had to have her mouth covering up a clear spot at all times even when she was talking. If I was to change anything, it would be those slip-ups. I will use everything I have learned here not only for my class, but for my own independent projects. In conclusion, this is the gold standard of my animations, that will lead the way for sodium many good animations. It may be a little silicon, and it could be ironed out a little, but as it is, it shows that for me, animations are serious bismuth.

Thanks for reading this, everyone. See you in 2018!
-Madeline