Friday, 30 January 2009

Week 1

Introduction to Animation

Week 1

After successfully completing my three calendar scenes for the assignment during the first semester. We arrived back after the Christmas break to begin studying Animation within 3DS Max.

To start with the animation timeline was introduced along with the use of "Auto Key Mode" . When this is activated changes made to the scene are stored along the timeline in "Keys", this happens automatically when the time slider is dragged across the timeline.

In the bottom right-hand corner of the 3DS Max interface the "Time Configuration" menu can be accessed allowing various attributes to be altered relating to the speed and length of the animation. For example the Start and End Times could be adjusted manually if you only wanted to preview a certain section of an animation, or the timeline/length could be extended.

The "curve editor" was then demonstrated, which allows for greater control over the timing and transformation aspects of an animation. The curve editor allows the user to alter the position of objects relative to their X, Y and Z axis using the "nodes" which represent the key frames along the timeline. Animations can therefore be fine tuned using this tool, where different types of tangents can be inserted affecting the shape of each curve between the desired nodes. For example a "Step Tangent" could be inserted which levels off the curve causing that section to remain in the same location for a given period of time, i.e. a characters foot could be kept on the floor for longer.

The "Dope Sheet" is another mode within the Track View which differs from the curve editor. The Dope Sheet is similar to the timeline, as it uses frames rather than lines/nodes. However it is more extensive representing a multi-layered timeline, with individual tracks for each axis and transformation type. This basically offers an alternative method of animation manipulation which may be used separately or in addition to the curve editor depending on user preference.

Further tips were also recommended including the ability to insert "dummy" objects, which can be attached to existing objects within a scene via the "Select and Link" button.

Once attached to an object changes made to the dummy will also affect the associated object. This could be described as a similar effect to controlling a puppet in real life, where the strings attached to the puppets limbs are pulled to move them. Dummy's operate in the same fashion making it easier to control a characters fingers for example, rather than having to selected the required bones each time. Dummy's are also non-renderable, consequently they will not show up in the final exported movie.

Having being introduced to all these features I then produced my own short animation of a basketball being thrown through a basketball hoop.

To start with I modelled the basketball post using the box primitive tool, this was then converted to an editable poly and hand a "bend" modifier applied to it.

I then proceeded by constructing the backboard in same way and curved its corner edges using the "chamfer" tool. The basketball hoop was simply made using the "Torus" primitive tool using a few additional box and cylinder objects to create its supports.

The basketball itself was then made using the "Sphere" tool, this was scaled to an appropriate size compared to diameter of the basketball hoop, consequently allowing it to pass through. The last object I produced was just a basic cylinder to act as the ground/playing surface.

All of these objects where then assigned a range of materials appropriate to real life examples. For example I gave the basketball a browny/orange textured colour using a mixture of bump/noise and smoke maps. The same was done for the ground to simulate a sort of tarmac effect.

Lastly I inserted a "Mental Ray Area Spot" light in addition to a skylight to give the scene a more realistic appearance via the use of shadows which I believe enhance the visual aspect of the animation.

Now that I had made the required scene I began the animation process by enabling Auto Key mode. I then moved the basketball in a logical order trying to replicate a real basketball set shot. Each time I desired the ball to change direction I simply moved the time slider along an approximate amount, as the timing could then be altered using the curve editor. This process was repeated for the remainder of the ball's movements including bouncing it off the backboard then falling through the hoop and finally bouncing along the ground. After creating the keys for all of the balls movements, I opened the Curve Editor to begin fine tuning the timing sequence.

This proved the most challenging aspect as I found it rather difficult to alter the timing and positioning of the basketball in order to simulate realistic movement. I am fairly happy with the results that I managed to produce however over the coming weeks I hope to develop my animation ability through practice.