Digital Skills 2
Friday, 30 March 2012
Moving moom chara
Here is the moom character that i have been working on. So far, the legs look ok so i shall do the hands soon
Thursday, 22 March 2012
Moom Character part 2
Today I continued to work on the moom characters. For the first image I used Hinata from the Anime Naruto. I wanted to challenge myself and further my knowledge on this program so I used a pose that was a bit difficult. Ultimately, the pose looked quite well! The left arm was a little off balance from the picture and the left leg was a little complicated to pose which resulted in me messing around with a lot of the rig controls.
For the final pose, I used Leon from Resident Evil and wanted to focus more on the hand position. This allowed me to experiment more on the 'F3' tool that Jon introduced us on one of the tutorial videos. As expected, the pose turned out good and I feel I am getting better at using the program and learning the shortcuts. The only flaw I have is that I had no idea how to space the fingers and the distance between each digits. Also, posing the legs were a bit hard.
For the final pose, I used Leon from Resident Evil and wanted to focus more on the hand position. This allowed me to experiment more on the 'F3' tool that Jon introduced us on one of the tutorial videos. As expected, the pose turned out good and I feel I am getting better at using the program and learning the shortcuts. The only flaw I have is that I had no idea how to space the fingers and the distance between each digits. Also, posing the legs were a bit hard.
Wednesday, 21 March 2012
Moom Character part 1
We were asked to assemble and model the 3d moom character to match a pose of a super hero. We had to find our own references on google before using it as 'rotoscope' and use as a guideline to model my character.Here I have used Link from the Zelda series, something simple to get warmed up.
I found that overall, the character pose isn't too bad and the only quarrels I had was the body tilt that Link has.
I found that overall, the character pose isn't too bad and the only quarrels I had was the body tilt that Link has.
Friday, 9 March 2012
render files go into render_pictures folder (targa imjage sequence)render all passes = renders everything
Repeat 5x for each cam angle
set the tempo
4's = run cartoon
6's= natural run OR fast cartoon run *FAST*
8's= Normal human run
12's= business like walk = march time
16's= strolling walk more leisurely
20's= tired OR elderly person
24's= VERY SLOW STEP
Repeat 5x for each cam angle
set the tempo
4's = run cartoon
6's= natural run OR fast cartoon run *FAST*
8's= Normal human run
12's= business like walk = march time
16's= strolling walk more leisurely
20's= tired OR elderly person
24's= VERY SLOW STEP
Friday, 24 February 2012
Reviewing ball bounce with wall
Last week we were introduced to F-Curves and the Dopesheet to work out the movement and smooth it out to look more natural. We were given a homework to do which was the ball bounce peering over the wall. Today was a work session where we were to work on the ball bounce within the lesson. Here is my one:
Friday, 17 February 2012
lesson 3 notes
arrow keys= move frame left and right
to skip to specific frame type it in box
to loop, click loop button= golden goal posts will appear
Sapce bar= deslect when drag away
----Dopesheet----
Navigation same as View-port
dope sheet= view > animation
'0' and click on editor = dope sheeet shortcut
to move every key frame, click Dopesheet summary keyframe and select/adjust
drag speed up/down all frames, Hold Shift keyt and adjust accodingly.
Grabbing in middle shifts frame along.
----------------------------------
G= Grid tool
Camera icon> Start capture
Output> (Automatically be stored in 'Renderedpictures') Name of proejct and version number
Fromat> Quicktime (.MOV)
Codec> Compression Type>Photo JPEG (OR) H264. Compressor>Quality> High (Best option)
Picture settings> 1024 x 576
Scale=1
Pixel Ratio= 1
*tick user pixel ratio*
To capture IMAGE sequence (Useful for Animatics)
Camera Icon> Start Capture
Format= JPEG
Frame Padding: toggles type number of frames display
To open IMG sequence
START>ALL PROGRAMS>AUTODESK>SOFTIMAGE 2012>FLIPBOOK
*PRELOAD BEFORE PLAYING*
-Animation editor- Dopsheet-
-------------Fcurve editor--------------------------
view>Choose mode to get classic view
curve represents ease in/out
Keys> unifed place orientation: untick = moving the fcurve line wont affet anything before the tweek part
Interpulation= space that computer fills in for animation
Interpulation types:
-Linear: Motion thats normally mechanicals move like
-Stepped: Motion jumps rather than travels. Like a Switch
-Spline: Normal fluid motion with ease in and ease out.
ANimation Mentor (google)
Centre= move object core then go back to object
VOL=VOLUME (tick to keep volume)
to skip to specific frame type it in box
to loop, click loop button= golden goal posts will appear
Sapce bar= deslect when drag away
----Dopesheet----
Navigation same as View-port
dope sheet= view > animation
'0' and click on editor = dope sheeet shortcut
to move every key frame, click Dopesheet summary keyframe and select/adjust
drag speed up/down all frames, Hold Shift keyt and adjust accodingly.
Grabbing in middle shifts frame along.
----------------------------------
G= Grid tool
Camera icon> Start capture
Output> (Automatically be stored in 'Renderedpictures') Name of proejct and version number
Fromat> Quicktime (.MOV)
Codec> Compression Type>Photo JPEG (OR) H264. Compressor>Quality> High (Best option)
Picture settings> 1024 x 576
Scale=1
Pixel Ratio= 1
*tick user pixel ratio*
To capture IMAGE sequence (Useful for Animatics)
Camera Icon> Start Capture
Format= JPEG
Frame Padding: toggles type number of frames display
To open IMG sequence
START>ALL PROGRAMS>AUTODESK>SOFTIMAGE 2012>FLIPBOOK
*PRELOAD BEFORE PLAYING*
-Animation editor- Dopsheet-
-------------Fcurve editor--------------------------
view>Choose mode to get classic view
curve represents ease in/out
Keys> unifed place orientation: untick = moving the fcurve line wont affet anything before the tweek part
Interpulation= space that computer fills in for animation
Interpulation types:
-Linear: Motion thats normally mechanicals move like
-Stepped: Motion jumps rather than travels. Like a Switch
-Spline: Normal fluid motion with ease in and ease out.
ANimation Mentor (google)
Centre= move object core then go back to object
VOL=VOLUME (tick to keep volume)
Thursday, 9 February 2012
Mr.Potato Head Comic Finished
Today I spent the rest of the afternoon after the lecture seminar finishing off the comic strip. Here is the end result:
Overall, I think this went well, I really enjoyed making this and feel like I have a firm grasp of the basic tools of Soft-Image.
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