Friday, 4 February 2011

Week 2 - More Modelling and Analysis of Character Acting

Additional Modelling Techniques within 3Ds Max:


To model within the engine modifiers needed:

Poly Edit Modifier
  to manipulate -> Polygons and Vertices

Skin Modifier
  to "skin" (add the mesh to bones) the character



Acting and Camera Shots:

Camera Shots used in films and animation to help giving a feeling to the film/ shot:

Website with all the shots:
http://www.mediaknowall.com/camangles.html

Films looked at as reference:

- Pixars " One Man band " Link: http://www.youtube.com/watch?v=P6sYX8Dmwnw
- Pixars " Wall E Lamp intro " Link: http://www.youtube.com/watch?v=DRlYB8li1G4


Notes:
Animation Techniques seen and used in both films:

Anticipation,
Follow Through,
Pauses,
Exaggeration.

One Man Band - shows great examples for use of long shots, focus switches, close ups, and many more well used shots to add an extra sense to the scene.


Started to Rig the Model:

Model:
          Body
          Head:




Skeleton Layout from Rig:


Used bone structure:


Only 3 spine bones as for bending, walk cycles and other in game animations not more are needed.
IK Hands and Foots with Elbow and Knee adjustment controller.
A Master Controller for the whole character, a waste controller and several spine controller whereby the middle controller is the main controller.

Hand bones with 3 links per finger. (Controll done on red hand controller in attribute holder on right side of screen).

Week 1

Week 1:

Topics:
Character Design and Modelling

Different Modelling Techniques to model character:
   - Plane Modelling (more control and lots of detail possible, but longer develop. time)
   - Box Modelling (quick modelling using extraction of polygons, quick but harder to model with lots of detail)

Task:
   Design and Model Disney Style Character
  
Ideas:
   Pixar/ Disney Style Character from films "Ants" and "A bugs life"


Design Sketch:
   


Modelling:


To model in any 3D Tool it is easier to make a FRONT, SIDE and TOP sketch and add it into the scene.
With this technique the character can be formed very easily from all sides and with all details.