This first task we had to rig a digger and to do this we had each individual piece then putting them together using pivots. As opposed to using bones to rig the digger, using pivot meant that each piece we did would work separately and we could using from there own separately animate each piece. This allowed to animate each piece separately in different key frames, with this done I found it really handy as I was able to move and navigate the front whilst the wheels were also moving without moving anything else.
Unit 67 3D Animation - Partial
Friday, 6 May 2016
Digger
This first task we had to rig a digger and to do this we had each individual piece then putting them together using pivots. As opposed to using bones to rig the digger, using pivot meant that each piece we did would work separately and we could using from there own separately animate each piece. This allowed to animate each piece separately in different key frames, with this done I found it really handy as I was able to move and navigate the front whilst the wheels were also moving without moving anything else.
Bat
The animation for the bat was quite different compare to the first animation for the digger. At this time we had to use bones for the rigging the body, we used bones and that allowed us to animate each pieces of the body separately, if I had to put several bones into the wings, I could manipulate the wings more when we actually animated it the bat we only used roughly around 8 to 10 frames to make the flying motion more smooth and fluid. Making the bat repeat the same animation we put the animations on a loop which would be in the graph editor, near the end results is what I uploaded above and you can see the motion of the bones which gives that effect more.
Cow
The final animation was the cow, this was done once again using bones, this was an experiment to let us manipulate and control the bones anywhere we want. This animation involves the cow flap the legs and do some awkward stuff, this was pretty much a similar process to what we did with the bat animation.
Thursday, 17 March 2016
Schedule
This is my first thought of the schedule, I might be changing or editing some stuff as I go along if needed, but I think that I have a good plan from here.

The second week of my plan was to put everything up to date and to see if I am doing well with the time schedule so far.
The second week of my plan was to put everything up to date and to see if I am doing well with the time schedule so far.
The third week of the planning to check and see if everything was still up to date and I am currently running on schedule.
This is where I found some difficulties on schedule due to a family emergency I had to go away quite longer to the easter holiday break, roughly missed three weeks of this schedule and that put me off topic by missing a lot of tasks which left me catching up on all of the task.
In the fifth week this is where I started catching up for all of the weeks I've missed and I had to focus and tried to get back on schedule.
This was the last week before the deadline and I haven't finished my animations yet due to this problem, I will be applying for an extension for two weeks. I will be needing this due to the reasons that I explain on the earlier schedule.
Extension - Week 1:
I have manage to finished my animations and put them into a video clip on adobe premier, I have also started to work on my storyboard applying images from each animation topic, once this is complete I will be mostly finished within a few weeks, just needed a little adjustments and editing.
Extension - Week 2:
I have finally completed and finished my storyboard, I am applying the rest of my work on my blog to update on and also checking for mistakes and updates, but overall I am pretty much complete now.
Dada and Sophie Arp Research
Dada
The Dada artistic movement began in Zurich, Switzerland. It was created as a reaction to world war 1 and the nationalism involved in the creation of said war. It was influenced by other avant-garde movements, these were Cubism, Futurism, Constructivism and Expressionism. There was a range of outputs for these movements such as performance art and poetry, sculpture, photography, painting and collage. Dada's appeal was that it marked the mockery of materialistic and nationalistic attitudes, which proved a powerful tool in the influence of groups all over the world, the biggest influences being in Berlin, Hanover, Paris, New York and Cologne. All of these cities generated their own groups of artistic individuals. The movement dissipated with the creation of Surrealism.
"Dada was the first conceptual art movement where the focus of the artists was not on crafting aesthetically pleasing objects but on making works that often upended bourgeois sensibilities and that generated difficult questions about society, the role of the artist, and the purpose of art." -
http://www.theartstory.org/movement-dada.htm
What I found interesting is that the members of dada were so infatuated with opposing all norms of bourgeois culture that the group did not even favour itself. Dada is anti-dada was often quoted by members. There were artists like Hans Arp that used chance as a form of creating works of art, as this would challenge the norms of creating art with planning and questions the role of the artist in the artistic process. Dada artists were also known to be ready made objects, they were everyday objects that would be bought and presented as an art piece with little to no manipulation by the artist, which came to the artists questioning artistic creativity and the definition of art within society.
Switzerland was neutral during the first world war with limited censorship and in Zurich, Hugo Ball and Emmy Hennings founded the Cabaret Voltaire on February 5, 1916. They did this in the back room of a tavern on Spiegelgasse, which was in a seedy part of the city. Ball put out a press release to attract other artists and intellectuals, the press release read: "Cabaret Voltaire. Under this name a group of young artists and writers has formed with the object of becoming a center for artistic entertainment. In principle, the Cabaret will be run by artists, guests artists will come and give musical performances and readings at the daily meetings. Young artists of Zurich, whatever their tendencies, are invited to come along with suggestions and contributions of all kinds." In July that year, the first dada evening was held, this is where Ball read the first manifesto. People usually argue on how the word dada was created, but the most common understanding is that Richard Huelsenbeck found the name by stabbing a dictionary with a knife. The term dada is a colloquial French term for hobby horse, it is also what comes from a child's mouth for the first time, in term of words, and the appeal of childishness and absurdity is what the group liked. They also liked that the word might mean the same or nothing in all languages, the group was avowedly internationalist.
The spread of dada came in 1917 when a dada magazine was released and published and they also held art exhibits that will help spread their anti war message. Later in 1917, Ball left to Bern to learn journalism so Tzara founded Galerie dada on Bahnofstrasse where more dada evenings were held with other art exhibits. Tzara became the one who's in charged of things like the movement began a campaign which would spread dada ideas, showing other countries like the French and Italians artist with letters.
When the war ended in 1918, many artists went home, and further helped to spread the movement. The end of Dada in Zurich was followed by the dada 4-5 event in April 1919, which turned into a riot intentionally: "Tzara thought furthered the aims of Dada by undermining conventional art practices through audience involvement in art production. The riot, which began as a Dada event, was one of the most significant. It attracted over 1000 people and began with a conservative speech about the value of abstract art that was meant to anger the crowd."
Dada was also interested in humour, usually in the forms of irony, the embrace of ready made was key to him and dada used that irony as it shows an awareness that nothing has intrinsic value. Irony also gave the artist flexibility and let them express their embrace of the craziness of the world, and helped them not take their work too seriously or getting caught up in the expressive enthusiasm or dreams of the utopia.
The Dada artistic movement began in Zurich, Switzerland. It was created as a reaction to world war 1 and the nationalism involved in the creation of said war. It was influenced by other avant-garde movements, these were Cubism, Futurism, Constructivism and Expressionism. There was a range of outputs for these movements such as performance art and poetry, sculpture, photography, painting and collage. Dada's appeal was that it marked the mockery of materialistic and nationalistic attitudes, which proved a powerful tool in the influence of groups all over the world, the biggest influences being in Berlin, Hanover, Paris, New York and Cologne. All of these cities generated their own groups of artistic individuals. The movement dissipated with the creation of Surrealism.
"Dada was the first conceptual art movement where the focus of the artists was not on crafting aesthetically pleasing objects but on making works that often upended bourgeois sensibilities and that generated difficult questions about society, the role of the artist, and the purpose of art." -
http://www.theartstory.org/movement-dada.htm
What I found interesting is that the members of dada were so infatuated with opposing all norms of bourgeois culture that the group did not even favour itself. Dada is anti-dada was often quoted by members. There were artists like Hans Arp that used chance as a form of creating works of art, as this would challenge the norms of creating art with planning and questions the role of the artist in the artistic process. Dada artists were also known to be ready made objects, they were everyday objects that would be bought and presented as an art piece with little to no manipulation by the artist, which came to the artists questioning artistic creativity and the definition of art within society.
Switzerland was neutral during the first world war with limited censorship and in Zurich, Hugo Ball and Emmy Hennings founded the Cabaret Voltaire on February 5, 1916. They did this in the back room of a tavern on Spiegelgasse, which was in a seedy part of the city. Ball put out a press release to attract other artists and intellectuals, the press release read: "Cabaret Voltaire. Under this name a group of young artists and writers has formed with the object of becoming a center for artistic entertainment. In principle, the Cabaret will be run by artists, guests artists will come and give musical performances and readings at the daily meetings. Young artists of Zurich, whatever their tendencies, are invited to come along with suggestions and contributions of all kinds." In July that year, the first dada evening was held, this is where Ball read the first manifesto. People usually argue on how the word dada was created, but the most common understanding is that Richard Huelsenbeck found the name by stabbing a dictionary with a knife. The term dada is a colloquial French term for hobby horse, it is also what comes from a child's mouth for the first time, in term of words, and the appeal of childishness and absurdity is what the group liked. They also liked that the word might mean the same or nothing in all languages, the group was avowedly internationalist.
The spread of dada came in 1917 when a dada magazine was released and published and they also held art exhibits that will help spread their anti war message. Later in 1917, Ball left to Bern to learn journalism so Tzara founded Galerie dada on Bahnofstrasse where more dada evenings were held with other art exhibits. Tzara became the one who's in charged of things like the movement began a campaign which would spread dada ideas, showing other countries like the French and Italians artist with letters.
When the war ended in 1918, many artists went home, and further helped to spread the movement. The end of Dada in Zurich was followed by the dada 4-5 event in April 1919, which turned into a riot intentionally: "Tzara thought furthered the aims of Dada by undermining conventional art practices through audience involvement in art production. The riot, which began as a Dada event, was one of the most significant. It attracted over 1000 people and began with a conservative speech about the value of abstract art that was meant to anger the crowd."
Dada was also interested in humour, usually in the forms of irony, the embrace of ready made was key to him and dada used that irony as it shows an awareness that nothing has intrinsic value. Irony also gave the artist flexibility and let them express their embrace of the craziness of the world, and helped them not take their work too seriously or getting caught up in the expressive enthusiasm or dreams of the utopia.
http://www.theartstory.org/movement-dada.htm
Sophie Arp
Sophie Arp was born in Davos in Switzerland in 1889. She is recognized as one of the most influential members of the dada project and throughout her life she fought for her own, less figurative art style to be recognized as fine art. As well as being influential part of dada, she is also recognized as one of the most important artists of concrete art and geometric abstraction of the 20th century Sophie was married to Jean Arp, another member of the dada project and would work with him over her lifetime on various joint projects, they both got married in 1922.
She taught weaving and other textile art at the university of Zurich from 1916 till 1929. From her work at 1916 till 1920 shows some of the earliest constructivist arts. The sophisticated geometric abstractions show an understanding of interplay in the colour and form of it.
Sophie's involvement in dada and her interests involved dance, performance, puppetry, costumes and artistic collaborates:
The Swiss-born painter, designer, and dancer Sophie Taeuber-Arp (1889-1943) was an active member of the Zurich Dada group, a participant in the "International" Constructivist movement, and an advocate of concrete art and geometric abstraction. She believed that melding the fine and applied arts could establish a visual vocabulary for the technological age and was committed to the concept of the "total work of art."
She taught weaving and other textile art at the university of Zurich from 1916 till 1929. From her work at 1916 till 1920 shows some of the earliest constructivist arts. The sophisticated geometric abstractions show an understanding of interplay in the colour and form of it.
Sophie's involvement in dada and her interests involved dance, performance, puppetry, costumes and artistic collaborates:
The Swiss-born painter, designer, and dancer Sophie Taeuber-Arp (1889-1943) was an active member of the Zurich Dada group, a participant in the "International" Constructivist movement, and an advocate of concrete art and geometric abstraction. She believed that melding the fine and applied arts could establish a visual vocabulary for the technological age and was committed to the concept of the "total work of art."
3D Gameplay Animation Research
Every gaming played today comes with animations, whether they are simple with an animated walk cycle or complex like teleporting, attacking animations, you will see animations everywhere you look in video games. In here I will be going over the 3d gameplay animation cycles and how they are made and also what programs are used to make them and I will also try and show various animation cycles from popular and latest video games.
Video games are interactive when you play games and have that complete control over the character within the game and shows that everything your character does, you can see so if there are bad animations in place for walking forward as an example, then you are going to see this and it will not immerse the player, maybe there is popping with certain joints or the animation may not look like a fluid one, if this is the case then it is the job of the animator to consider all of the possible angles and make sure that the animation is perfect and smooth when doing so, so that the animations in the video games you also have to consider the fact that you may not always be animating a human character, you might be animating different types like different figures of creatures, monsters etc. And for human like character you have to think about the way they are doing. For example maybe they are doing or holding onto something, at the same time they could be crouching or laying on the floor. So you can see that there is quite a lot to think about with each character you are animation and the way they may do some things differently.
The body mechanics and the way people move in video games is something you need to be really good at so it's good to take real life examples and animate stuff from there, if they are in a running position the animation is suppose to be nice and fluid then people may not even notice it and this is a good thing as it comes naturally to them as they see people doing stuff in their daily basis like walking, jogging, running around. It's also not only movement in games but the way certain things are done, for instance if you are holding a weapon as a first person shooter game you would want the animation to look nice and fluid again but you also have to consider how long it would take to reload the gun when the bullets run out, some weapons might take longer.
When working with animation in video games you have to consider the amount of time you have to animate something and how long it might take. You need to get it from start to finish as fast as possible whilst also making the animation look good, so having knowledge of creating these animation is incredibly important, you need to ensure the animation works well in the game but also make sure players will like the animations that's been made and shown to them.
Motion capture is also big lately in video games today and many big story driven games utilises motion capture to convey a characters true feelings, and inflict these into a game. The games are included is, The Last of Us, Assassin's Creed, Batman, Call of Duty and many more games uses motion capture, and it is the best way to get a game to look realistic with the animations. As a video game animation becoming familiar with motion capture software is essential this day in age and quite impressive.
Creating animations is a process which involves speed and knowledge of the program and you are using, these days aspiring animators can use maya software to create video games animations. It also involves a process where you can create a character animation object as an example, the default animation would be an idle animation where a character will stand still breathing and could be looking around or interact with it. From here he will go onto walking but walking can be continued with moving, but when the character stops it all goes back to the idle animation.
This is an example on what a stem leaf animation might look like for characters doing stuff:
As you can see this is a very complex process thing to do but if you have a lot of knowledge about it on this certain subject this could be done over a few days or maybe hours depending on your skills with animations and how quickly you can do them.
As I mentioned earlier, a good free animation package was maya software and it can be used to create a character rig and then animation them all at the same time in the same program, so it's really good to program and learn and many students in education right now aspiring animators and uses maya to learn. In the end any program will be the same in some way in this process, make the character rig the character and add the bones to connect where you want the parts of the character to move and assign them to each different process the animation tree.
This video is a great example of what motion capture is about and how it works and transfers within the video game. These where taken from the game NBA 2K16 created by 2K Sports:
You can see that they will use this type of movement in the game and different types of animations will be seen on game play. As it was explained in the video how the character dunks on the hoop, you could use that animation in game as you can select it to your character if you are making your own character in the game.

These where James Harden and Jimmy Butler shows some of the animations in-game:
http://i.imgur.com/TWG4Yd4.gif
Video games are interactive when you play games and have that complete control over the character within the game and shows that everything your character does, you can see so if there are bad animations in place for walking forward as an example, then you are going to see this and it will not immerse the player, maybe there is popping with certain joints or the animation may not look like a fluid one, if this is the case then it is the job of the animator to consider all of the possible angles and make sure that the animation is perfect and smooth when doing so, so that the animations in the video games you also have to consider the fact that you may not always be animating a human character, you might be animating different types like different figures of creatures, monsters etc. And for human like character you have to think about the way they are doing. For example maybe they are doing or holding onto something, at the same time they could be crouching or laying on the floor. So you can see that there is quite a lot to think about with each character you are animation and the way they may do some things differently.
The body mechanics and the way people move in video games is something you need to be really good at so it's good to take real life examples and animate stuff from there, if they are in a running position the animation is suppose to be nice and fluid then people may not even notice it and this is a good thing as it comes naturally to them as they see people doing stuff in their daily basis like walking, jogging, running around. It's also not only movement in games but the way certain things are done, for instance if you are holding a weapon as a first person shooter game you would want the animation to look nice and fluid again but you also have to consider how long it would take to reload the gun when the bullets run out, some weapons might take longer.
When working with animation in video games you have to consider the amount of time you have to animate something and how long it might take. You need to get it from start to finish as fast as possible whilst also making the animation look good, so having knowledge of creating these animation is incredibly important, you need to ensure the animation works well in the game but also make sure players will like the animations that's been made and shown to them.
Motion capture is also big lately in video games today and many big story driven games utilises motion capture to convey a characters true feelings, and inflict these into a game. The games are included is, The Last of Us, Assassin's Creed, Batman, Call of Duty and many more games uses motion capture, and it is the best way to get a game to look realistic with the animations. As a video game animation becoming familiar with motion capture software is essential this day in age and quite impressive.
Creating animations is a process which involves speed and knowledge of the program and you are using, these days aspiring animators can use maya software to create video games animations. It also involves a process where you can create a character animation object as an example, the default animation would be an idle animation where a character will stand still breathing and could be looking around or interact with it. From here he will go onto walking but walking can be continued with moving, but when the character stops it all goes back to the idle animation.
This is an example on what a stem leaf animation might look like for characters doing stuff:
As you can see this is a very complex process thing to do but if you have a lot of knowledge about it on this certain subject this could be done over a few days or maybe hours depending on your skills with animations and how quickly you can do them.
As I mentioned earlier, a good free animation package was maya software and it can be used to create a character rig and then animation them all at the same time in the same program, so it's really good to program and learn and many students in education right now aspiring animators and uses maya to learn. In the end any program will be the same in some way in this process, make the character rig the character and add the bones to connect where you want the parts of the character to move and assign them to each different process the animation tree.
This video is a great example of what motion capture is about and how it works and transfers within the video game. These where taken from the game NBA 2K16 created by 2K Sports:
You can see that they will use this type of movement in the game and different types of animations will be seen on game play. As it was explained in the video how the character dunks on the hoop, you could use that animation in game as you can select it to your character if you are making your own character in the game.
I chose NBA 2K16 as it shows one of the best examples for animations as it's shown in real life and seeing it within the video game is just surreal to see, because each animation that was shown in this clip is what you see people do in the internet. And not only NBA 2K16 is a sport game, they included different types of animations that was shown here.
These where James Harden and Jimmy Butler shows some of the animations in-game:
http://i.imgur.com/TWG4Yd4.gif
Puppet Build
Puppet Build:
The puppet build was very easy to accomplish as it involved a lot of copying and pasting once the part was made. The start of the build looked like the image below, these were given the parts and we must build from there, to get the positioning right I used the short cut to access the numeric table and then adjust each individual part from here.
The puppet build was very easy to accomplish as it involved a lot of copying and pasting once the part was made. The start of the build looked like the image below, these were given the parts and we must build from there, to get the positioning right I used the short cut to access the numeric table and then adjust each individual part from here.
Below you can see an image of the midpoint of my build, at this point I added the legs and heads then arms, all in their correct places. To do this I started putting the initial part in the spot and then copied this using the short cut once more to place it correctly in place with the numeric. I did this over and over until all of the parts were in place.

This was my final part of the building process as you can see since the last image I added the arms/swords to the arms, and then the full build is in a letter T shape pose so I can easily animate later. As I stated the early position the build was very easy due to the fact that it was already built and we just had to position each object in the correct places.
Below you can see the reference image that was used to build the puppet and made sure it was anatomically correct in it's place.

Subscribe to:
Comments (Atom)