Tuesday 20 March 2012

Reactor

first i created two boxes, raised and rotated one of them so that when it fell during the animation it would be more interesting. then converted them both to rigid body collection


then changed the mass of the falling block to 20 so that when i animated it the block falls
the animation shows how the block falls to the ground, and how the angles cause it to roll when it hits the ground
after this i edited the friction and elasticity of the both block changing the friction to 0 and elasticity to 5
this caused the block to bounce when it the other block so that each time it landed it gained height and span in the air


i further developed on this by creating a bowling animation, i imported objects to form a bowling alley
again converting everything to rigid body collection, giving the pins a mass of 10, and the ball a mass of 20
after doing this the when previewing the animation the pins jumped off the boards because of the tolerance was too high(minimum distance between 2 objects) so i decreased this to 0.6

i then used the auto key tool, dragging the time line to five, moving the ball towards the pins. i attempted to rotate the ball, but the pivot point was in the centre of the scene, so i went to the hierarchy tab, clicked on affect pivot point only, then centre to object, then going back and rotating the ball to give it spin.

when i tried to preview the animation, but the ball just droped because i had forgotten to start the animation at frame 2 which meant that the ball had no momentum.

after fixing this it worked well, but did not look very realistic as the ball went in a straight line, so i added some side rotation to give the ball a slight curve as it moved towards the pins


Friday 16 March 2012

Tower Top

After doing the storyboard I realised that the tower would be viewed in allot more detail than I though, so I decided to remodel the top
I created a cylinder like before, but instead of deleting the faces, I edited the vertices's pushing the top down to created a shape kind of like a short glass.
I then moves the outside ring of the vertices's that I had pushed down up slightly so that the object has 2 height sections.
then manually aligning some of the vertices's on the x and y axis to get back to the glass shape, but with vertical line on the inside separated into two section by vertices's.
I had to delete 3 faces for each battlement, one from the outside, top & inside, then repeated this for all of the battlements.
I then used the create tool to remake the faced back inside the battlements.
Finally was applying the texture, I had to use a multiple/sub-object to get the tiling correct for the different sections of the battlements then apply two layers of UVW mapping to the inside to get them to face the correct way.
The problem was that when I did one UVW map, the other reversed itself. The way that I got around this was to apply UVW mapping to each of the individually, then select both of them at the same time and click on UVW mapping so that they both applied at the same time in different directions.

Previous simple top tower design


New top tower design


Render of new tower

Storyboard

this is the story board depicting the scenes of my animation. the animation will be using the leonardo da vinci models show on this blog, along with tools such as lighting and cameras to giving  the desired angles and effects.
the animation starts with the tank advancing towards the tower using an angles longshot to give an idea of distance. the second involves the camera rotating around the tank, and zooming in on a cannon to show it firing. next the camera will zoom out, and follow the cannon ball as it travels with a slight spin towards the tower. When the cannon ball hits the tower it will cause a small dust cloud and the wall will crack. because of this the person standing on top of the tower decides that its time to run and jumps of the tower. he opens his parachute to glide away. the animation ends with a fade out to black on the man with his parachute floating away.

Tuesday 13 March 2012

Morpher Tool

for this tutorial i have imported a model of a head from Richards blog to 3ds max, which i copied 3 times. i edited the copy's to give different facial expressions by moving the faces. for the first one i selected 4 faces, the used the grow tool to select the whole lower jaw, which i then moved down and back to open the mouth. second was closing the eyes, just moving the upped eye lids down to cover the eyes. finally was raising the eyebrows, again moving the faces up for the eyebrows.

next i went back to the main head model, clicking on the drop down modifier box, and selecting morpher. right clicking on a channel and clicking select from scene, then one of the expression copy's. this gave me a scroller on the right which i could increase, or decrease to edit how much the facial expression changed between the original and the copy. i repeated this for all of the models. because i wanted to extend how much the mouth opened i went back to the mouth open model and increased how much the jaw droped to give a cartoon effect. then back on the main model i right clicked on the mouth open channel and selected reload target which updated it.






after this i applied turbo smooth to the main model and started animating it using autokey and clicking the channels to increase and decrease facial expressions


this tool was very easy to use and would allow me to edit the models, then update the channels on the main model