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.



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.

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

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)

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.

Wednesday, 8 February 2012

Mr.Potato Head Assembled!

Today I decided to head over to the Undercroft and start on my 3D assembling homework on making the Potato heads.

I have assembled them together and will start on the comic strip tomorrow morning.

Here is the finish product:



We were also taught some Shortcuts too and I will list them here for save keeping

Eye-tool= 'S'
Selection Tool= 'Space Bar'
Frame/Focus in= 'F'
Rotation Tool= 'C'
Smoothing= '+' (numeric pad)
Duplicate= 'CTRL' + 'D'
Resizing= 'X'

And here is the preset work station:

File> Preferences> Output Format> Preset- Custom (1024 x 576)

Pixel Ratio = 1
Resolution = 1024 x 576

(Make sure to untick ''Maintain Picture Ratio'')

Frame Format = 25FPS

Friday, 3 February 2012

1st lesson: Introduction to 3D imagesoft

Today we were introduced to the imagesoft 3D software. This program will be used for the entirety of this term to create a Bouncing tennis ball, a falling bowling ball and a shuttle cock dropping to the ground. Furthermore, there will also be a characterised walk in which we will have to make with this software.

Our homework is to re-construct Mr and Mrs Potato head and make a small comic strip.

Already this is something that  I am definitely looking forward to!