Tuesday 29 March 2011

Week 10 - Bowling

In this tutorial we created a bowling alley. We used the download file which had the template for our bowling alley and added all the elements to the Rigid Body Collection. From here we selected all the pins and gave them a mass of 10, the alley floor a mass of 0 and the ball a mass of 20. Below is the changing of the Col. Tolerance from 3.9 to 0.6. This is because the pins were jumping up so by reducing it the gap was made alot smaller. We used the autokey and clicked of frame 5 and moved the ball forward along the alley and this stopped the ball from dropping off the screen and made the ball move along the alley and hit the pins. Next I edited the ball by applying spin using the rotate tool. By changing the friction on both the ball and the alley, made the ball stick better and stopped it from bouncing onto the pins. I changed the colour of the elements to make the bowling more realistic.


Below is my rendered animation of my bowling scene:



Week 10 - Using Reactor

For this tutorial we were introduced to the Rigid Body Collection, this allows you to edit masses, gravity and friction. First, I created two boxes, one which would be the ground and the other would be an object that fell onto this. I rotated the smaller box and used the Rigid Body Collection and clicked on the screen and added the two boxes using the add button in the modifier panel for RBC. Next I went to the systems panel and selected reactor, and this is where you can edit the properties of the objects.


It was important to make sure that the ground boxes mass was 0 as we didn't want that to drop, but the box above was >0. I changed this mass to 5. To preview the animation you click the 'preview animation' button, then 'preview in window.' When I was happy I clicked the 'create animation' just above the preview button.


This put it into the timeline and cannot be changed from here. I rendered my animation and this is the outcome:



Tuesday 22 March 2011

Week 9 - Head

This tutorial we were to create an animation of a face and some actions that we would do. After importing the object file, we converted it to an editable poly and then made 5 clones of the head. Next we chose one of the heads and clicked on edit polygon and clicked a segment on the lip. By clicking grow it would select surrounding segments.


We continued to do this for the other four faces. Below is the 5 faces that I had created. I have an open mouth, closed mouth, eyebrows up and teeth showing.
Next was to click on our first original face that we hadn't edited and to click the turbosmooth modifier, and also to click the morpher modifier. Here is were we add the other faces, by clicking the empty channel and scrolling down to pick object from scene and clicking a face would add to our morpher channels, here we could adjust the values of how much we wish to see of our movement.
By using auto key and clicking on different frames we could create an animation and by clicking the adjustments on different channels. By looking at the curve editor we were able to select single channels and edit them easier and quicker than looking at the timeline.

My animation of the face is shown below:

Week 8 - Bones

In this tutorial we were to connect bones to a human body to help make a realistic animation. After importing the body object file into 3ds Max, bones were created using the ik limbs solver.




Once both arms and spine were created and named correctly, the next thing to do was to go to the modifier tab and click skin. Here we could add the named bones by going to envelope, add bones. Once this had been done we could individually edit the movement of each bone.




Once we were happy with the outcome we used the auto key to create a simple animation showing the movement of the arms. Changing the render format would also show the result as a video.


Below is my animation of the body moving:

Tuesday 8 March 2011

Bouncing Ball Tutorial

This tutorial was a basic to animation in 3ds Max, we created a sphere and used the timeline at the bottom to help us create an animation. By selecting autokey and dragging the timeline slider to a frame you can then move, rotate or resize the ball. For my animation I moved the ball vertically to show the ball was bouncing and then cloned the first frame to an end frame to end the clip. Now the ball was bouncing but did not look realistic, so to edit this we went to the graphics editor, track view - curve editor. When here you see a graph showing the z axis and by selecting that you can edit how the ball will bounce. By clicking the first point of the graph (at the bottom) and clicking set tangents to fast, made a more realistic up bounce, and do the same for the last point. This gave a more rounded bounce, by selecting the top of the graph point and dragging the end points allowed the curve to give more time in the air and give a realistic bounce.

Whilst in the curve editor select out of range types and click cycle and this will repeat the bounce throughout the animation.

Next I cloned my ball (making sure that autokey was not selected) and opening the track view - dope sheet and selecting edit ranges, allows you to change the time for each ball, making some quicker or some longer then others and maybe starting them and different times.

Friday 4 March 2011

My Submarine model


This is my submarine that I created, I used a sphere and stretched it to created the body and then selected certain edges to expand and shrink to make the head and tail of the body. I attached and box to the top and extruded pologons to make the shape, I then used the line tool to create the tail of the submarine and extruded it to make it a pologon. I edited the poly and attached that to the base, where I also added a properler using a sphere and stretching and shrinking, I rotated the blade and then cloned that, and rotated that one to make a 'x' shaped blade. I then added a plane to make a lookalike window and cloned this 5 times so there was an equal gap.

My Ski model


This is my rendered version of the model for my skiis. I used soft selection and chamfer for the tip of my ski, and for the boot caps i used a line and loft to create the holdal. The ski sticks were created using a cylinder and extruding one end and then beveling it to make a sharp point, and the handle was created using a line and then lathe, this was then connected using the connect tool in compound objects.

My Walther P99 model


This is my model of the Walther P99, I have tried many techniques to try and make this as realistic as I possible could. I used a reference plane to help with the outline of the gun and used the line tool and extruded it to make it a 3dimensional shape, I used other techniques such as chamfer, extrude, connect and boolean. I want to try and make this model alot more realistic and add some detail but am very proud of what I have achieved within the short amount of time of learning the software. I experienced problems when trying to add detail so will need to work on that, however I am happy with my results.

Storyboard

This is my storyboard for the film, The world is not enough. My trailer which is to be 30 seconds long starts off with Bond firing a bullet from the Walther P99 which will fly across a black screen and evolve into the Q-Boat which is skimming the water of the thames, and along the roadside will be the BMW Z8 which is going to be traveling on the road going the opposite direction to the Q-Boat. Next we will see the Submarine as the car passes by and will see the crash of the submarine with the sea bed and this explosion will be carried into the last scene with the skiing as we see Bond hurling towards the screen. Then a white screen will appear with the text of the World is Not Enough 007.

The James Bond soundtrack will be used throughout the trailer and I hope to be able to add sound effects for each model and explosion to create the best experience for the viewer.

Moodboard - Submarine


In the film the submarine is the climax to the film and this is where the plot to end the world takes place. The submarine however crashes into the bottom of the seabed and starts to flood. Bond has to stop Renard from inserting the gold rod and this is where he saves the world. I would like to recreate the submarine and the crash for my trailer.

Moodboard - Ski


In the film Bond has to escape from powered jet mobiles whilst skiing down a mountain. The explosion is when the two mobiles collide and hitting an explosive. This scene would be really good to have in my scene and am going to create the skis for which my Bond figure will use.

Moodboard - Walther P99



In every James Bond film there is a gun in which he uses. For my film the world is not enough, the main gun is the Walther P99. He uses this gun at the beginning of the film on the Q-Boat, when at the oil rig (pipeline) and when in the submarine at the end. They are the three main times within the film. I would like to recreate this and use this at the beginning of my trailer with the fire of a bullet.

Week 4 - Lighting

For this weeks tutorial we were working with lights and different types of lighting such as omni and target lights.

Our first tutorial was to edit a pre-made pumpkin. First we had to make a plane for which our pumpkin would sit on and this had to be quite big. We then used the noise editor to give the plane some bumpy texture. For our pumpkin we had to use the materials editor and apply a texture. Next we went to the top of the pumpkin and clicked omni light to apply a look-a-like candle light within our pumpkin. Applying shadows gave the pumpkin the feel it was in the dark and that the (candle) was the only source of light. Editing the light colour gave different effects. Next we added a target light which again gave our pumpkin shadow and depth. Below is my pumpkin:
After this we made a quick set and practiced using include and excluding lights to make certain objects stand out. On our set we put two omni lights on the corners of our scene and made one blue light and one red light. We the selected the cylinder to be our shape we would include light to and then exclude the light from the other source.

The last task was to watch a tutorial of how to use daylight to help make objects look realistic and make the finished result. Using mental rays was the key and using material editors such as chrome gave objects shine. The daylight could be changed in direction of light and the time of day. Below is my finished result: