Monday, February 15, 2016

Richard Cole's Video Cube

Okay first off for the video cube project make sure to set the length of your video first. In class we have been doing 300 frames to date.

Next put a cube in your work area.





Now make it editable so you can select the polygons.




Now you select a polygon and go to the select menu and choose set selection.

You should see an orange triangle show up, select it.
 

Once you have done this you will label the selected polygon. We were told to label ours vids 1-4.

Now you will make a material or you can be like me and make all your materials at once just be sure to label them once you have made them.

Because this is a video cube your materials will be videos. So in the material editor select color and click the 3 dots menu behind texture and choose a video that you have saved.

At this point you will place the material in the cube and in the tag section write where you want the material or video to be displayed (i.e. vid1, vid1, etc.). once this is done repeat the steps for each side of the cube you want to have a video on it.

Here was my end result.




Saturday, February 6, 2016

Water Fountain

The first step is to making the water fountain is to create three discs.






The following step is to add a water material to the discs and this will be the water that sits inside the fountain.





The next step is to use the bezier spline and create a fountain around the water discs. Then place it inside lathe and you will have a basic fountain.





Now go to the deformers and choose wind and make wind a child of each of your discs. My discs are labeled bottom, middle, and top if you choose to do the same your object window should look like this.


Next I decided to make life easier by making my discs a child of standing water and my spline and lathe into a child of fountain. After doing this I placed in emitter with a sphere as a child and added my water material to the sphere. Next I added a gravity and turbulance effect which can be found in the same location as the emitter. Play around with these 2 to find what you are looking for exactly. After doing this I added some destructors to keep the emitted water from not going places I didnt want it to. The final thing I did was made a background and added a material to the fountain.




https://youtu.be/9Jq2J6Jl8Tc

Monday, January 25, 2016

Principles of Animation

Principles of Animation

Squash and Stretch

This principle is what gives the impression of how solid or strong an object may be. The stiffer an object is the more solid it seems. The more pliable the object the softer it appears. Take for instance if you dropped a baseball vs. a tennis ball.





Timing and Motion

The speed of an object or action gives your audience a better idea of whats going on in a scene. Timing takes into account the weight, size, and density of an object. By making two objects of equal size move at different speeds can make one seem lighter or denser than the other. For instance imagine the x's below represent each time that type of ball hits the ground after dropping it.

 

Anticipation

Anticipation is the preparation of an action and a good way to indicate what is going to occur. Anticipation can also be used to draw the audiences attention. It can also be used to reveal something that is about to occur. In the example below you see the guy bending at the knees and can anticipate that he is going to jump.


Staging

Staging is setting a scene so it is clear what is about to happen. In an action scene the eyes of the viewers will be drawn to an object that isn't moving and the reverse is also true.


Follow Through and Overlapping Action

Follow through is the termination of the action you anticipated earlier in the animation but not necessarily the end of the movement. Overlapping action is what you see when a bigger object stops but something smaller that is attached to it keeps moving for a few frames.


Straight Ahead Action and Pose-to-Pose Action

Straight ahead action is usually used for scrambling actions and is created by drawing frame to frame. Pose-to-pose action is used when poses and timing are whats important.


Slow In and Out

Slow in and out is what occurs between poses in a scene.


Arcs

Arcs are the paths the animation should take from one keyframe to another that gives a natural look and feel.


Exaggeration

Exaggerating is useful in emphasizing a scene or character but be careful to not overdo it.


Secondary Actions

Secondary actions are used to enhance what is occurring in a scene. You have to be careful not to let it detract from the scene though.

Appeal

Appeal in animation equates to an actors charisma. It is the likability of the character.


Solid Drawing 

The ability of the artist to use 3D shapes, anatomy, weight, balance, and light and shadow in his renderings.

Personality

This refers to the likability of the personality of the character.


If you wish to know more here are some links.
https://www.evl.uic.edu/ralph/508S99/contents.html
https://en.wikipedia.org/wiki/12_basic_principles_of_animation
http://www.cgmeetup.net/home/timing-and-spacing-in-animation/
http://www.animationbrain.com/solid-drawing-2d-animation-principle.html
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/personality.htm



Wednesday, January 13, 2016

Glass of Soda

To make a glass of soda start with half the outline of a glass both inside and out using the bezier spline like this.




Then add a lathe and make the spline a child of lathe.
This will give you the shape of a glass.

Now either make your own material for the class or use a pre-made one. I used a pre-made one.
Next is the soda. Duplicate the spline and lathe for your glass and then scale the spline down to fit inside the glass. Then remove the points of the spline that would represent the inside of the glass. Then add a material to the soda.
To make bubbles in the soda go to Simulate>Particles>Emitter. Then create a sphere and place that as a child of the emitter.
Next we need to make it so the bubbles aren't leaving the glass for this we will place a destructor over the liquid. Go to Simulate>Particles>Destructor.

My end video is one I had created before but here it is.