Week 1
Demonstrate and discuss
semesters projects:
- bounce
- walk cycle
- lip sync with facial and body animation
lip sync project
due week 4
- 20-30 seconds of dialog
- by changing the setting, characters expression and interactions with environment, original meaning (content, intent, interpretation) needs to change.
- facial and body animation based on selected dialog.
- recording reference footage.
review in class:
- creating a new project folder
- animation prefs
- frameRate NTSC 30
- keep keys at current frames
- auto key modified attributes
- tangents:(this will change with use. start with clamped
- blend with existing connections
- timeline: keyticks:active, max playback speed: 30)
- Keyframe concepts
- channel box keySelected
- autoKeyFrame
- setKeyTool
- moving keys in timeline
- shift leftMouseDrag, middleMouse drag
- setKey tool
- graph editor
- channels
- working with keyframes ,curves and tangents
- delete,scale, copy, paste
- 01_timeline and prefs
- 02_setting Keyframes pt1
- 03_set KeyTool
- 04_moveCopyKeys
- 05_displayKeyTicks_copyPasteKeys
- 06_graphEditor_intro
- 07_graphEditor_deleteScale
- 08_graphEditor_copyPaste
part 1
BOUNCING BALL (teaching notes):
- set up project folder
- set prefs: units>meters, 30 fps, camera clipping plane 10,000
- display>grid>length 20, grid lines>5, subdivisions>5
- Render Settings
- common tab>image size>CCIR 601/quantel NTSC
- maya software tab>quality>start at preview and change to production for final output
- turn off interactive creation
- make poly plane 40 by 40 units
- make poly sphere (channel box>input>polysphere>radius>.5
- rename sphere>ball
- save option box>incremental saving
- save
- lighting
- select the window you want to render from
- touch 7 on the keyboard to get to lighting mode
- for an outside shot use a directional light
- adjust its rotations (position does not matter, think of it as the sun)
- select light and in attribute editor turn on shadow maps and adjust intensity
- select ball>assign new material>Blinn
- in attributes rename the shader to ball shader
- turn off reflectivity
- select color checker icon>texture tab>ramp
- interpolation >none
- select 4 colors and evenly space them
- set type to either u or v ramp to get beach-ball look
- select the groundPlane>assign new material>lambert>rename to groundSurface
- select color checker icon>texture tab>file
- floor texture
- set 2d placement node for square size
part 2:
- set ball in initial position
- rotate so it is not perfectly aligned
- modify>freeze transformations
- double click rotate tool and set to>local
- channel box>lock unneeded parameters
- set keyframes for ball at contact and rise positions on x and y
- open graph editor and manipulate the tangents
- break tangents at contact
- weight tangents if needed
- scale curve as needed
- add keys to rotation and fine tune in graph editor
- move timeline marker to contact frame
- add squash deformer (animation>create deformers>nonlinear>squash)
- select squash handle on outliner
- open channel box
- select squash1
- zero out the rotation parameters for the squash handle
- use >factor input: to squash and stretch (maintains volume)
- adjust boundaries to get proper deformation
- using the outliner: parent the handle to the ball
- adjust the position of the ball at contact frames
- set keys for squash factor
- try a setting of -.4 on contact
- advance 4 frames and set factor key to +.4
- advance 4 frames>set factor key to -.2
- advance 4 frames>set factor key to +.1
- advance 4 frames>set factor key to 0
- set factor key at start frame 1 to .00(do not do this one frame prior to contact)
- select the squash handle and open the graph editor
- select any squash factor in the list and hit the F key to center curve
- select the keyframe at frame 1 and set the tangent to "step tangent"
- if you need to scale time
- make sure to open all elements in the graph editor prior to scaling, such that you see the factor and squash nodes.
- after scaling make sure to select all keys and go to edit>snap
- test render and adjust lighting
- show>camera>all windows
- camera,aim (select camera in outliner>open attribute editor> camerashapeNode, scroll down to object display and adjust locator scale to 100..
- select new camera in perspective view
- view>camera settings>film gate
- focal length
- playblast
- render settings>common tab> set up file name, image format (iff or tiff)
- iff will import to AE but not QT
- when naming the file output name, use a / (slash) to create a folder within the images folder to hold your sequence of images.
- example: hg/scene1
- render menu set>batch render
- bouncing ball references
View
in the DM 3D animation resources folder:
- bouncingBall_tutorials
assignment
due next class
- complete pt1 bouncing ball tutorial
- find proper audio file for independent project