Wednesday, November 13, 2013

WEEK 11: Asset Development 1 DESN1083: Assignment 3 Due next week! (November 21st)

Hey, there - you guys seem to be doing great with your gun models. Many of you are learning as you go so it could be wise to take a step back from time to time and assess the basic silhouette of your weapon - is it as good as it could be? The instant read of your model is the most important thing - the first thing observers see is the shape. So don't get too deep into the details until the basic contours are working.

Here's a great article from 3DArtist magazine all about topology -

http://www.vertheim.com/uploads/1/0/1/1/10114322/topology.pdf


Don't be afraid to ask for help. Peer tutors are available now. Share your knowledge if you have extra to share :o)  and remember, helpful people deserve your thanks and maybe a small gesture like a cookie or a coffee. But usually what goes around comes around -- for every helpful gesture another usually comes back to you in ways you might not expect.

Looking forward to seeing your models next week!




WEEK 11: Game Project Development DESN 3010: Milestone 4 planning due today!

Today I'll have a look at your submissions for planning the 4th assignment which may include storyboards, thumbnails, video reference, blocking, or other planning methods of your choice.

Due next week: 
5% WEEK 12: rough posing (all key poses including facial expressions and hands)

This means your animation must be finished in rough form by next class. :D

Please triple check your hand-in parameters to make sure they conform to all requirements for size, aspect, file type, naming, etc. Help each other avoid common mistakes! 

From the info I gathered in last week's quiz it looks like you might want to start stuffing your head with more animation history and start to recognize the work of some influential animators of your time. This is one of the best sites on the internet to brush up your animation knowledge. There's a heap of documentaries so you can get to know some of the true pioneers of your industry.
http://livlily.blogspot.ca/



Monday, November 11, 2013

WEEK 11: Motion Studies DESN1136 Assignment 6: Treadmill Walk Cycles: Due next week!

Now that you've worked out the bugs of handling a new rig and using all the cycling and timing tools in Maya it's time for a whole new level of picky: walk cycles.

There are 2 ways to animate a walk cycle  - straight-ahead, which is often called "walking off the coin" meaning you leave the main controller or god node behind as the character walks forward as you would in real life. In order to turn this into a cycle, the coin slides back in perfect sync with each step so that the character does not move forward on the screen. The other way is to 'treadmill' it by having the coin remain in place and have the feet slide backwards, just like on a treadmill at the gym. The coin can be animated moving forward at the same speed as the feet slide backward to make the character travel forward. Different animators and studios have their preferred method so it is wise to know about them both. We will be working with treadmill walks for this class. 

One common pitfall to avoid is creating a 'vanilla walk' with the intent of altering it later. Please don't fall into this trap. Animators animate characters walking, not generic walk cycles. I will be teaching you a pose-to-pose method of animating walk cycles that should start with an apparent personality from the very start. There are some tutorials online that use a 'layered' approach to creating walks starting with feet sliding back and forth like on a Nordic track ski machine and then adding each detail one at a time. Ok, no. Just no to that. Please do not let me see you doing that. It was the method I was taught too but it is not industry standard and it focuses entirely on mechanics and not on personality, which is the way an animator should be thinking and working.

When animating complex motions like walks it's a very good idea to study live action reference, or even create your own.

Walk Reference:
Treadmill Walk: Dude
"Endless Reference"'s You Tube channel (also see sidebar link -->)
Monster's Inc
Iron Giant

Digital Tutors has a comprehensive tutorial on walk cycles using this this method.
http://www.digitaltutors.com/tutorial/354-Creating-Walk-Cycles-in-Maya

Getting good at cycles requires patience and practice. You should try a few different ones so you get faster at setting them up. It's always better to work from reference. Shooting your own reference can be invaluable so you understand the mechanics.

If we get all the way through the walk cycle instruction I can show you how to import and export animation into other files so you can work on combining them. Until you understand how to combine animation, work on your walks in a completely brand-new file.

DESN1136 Assignment 6: Walk Cycle
Playblast and Maya file
% of final grade: 10% 
Assigned: Tuesday, Nov 12, 2013
Due: WEEK 12, Nov 19th at the end of class
*Late assignments are worth 0


Quicktimes only, 560 pixels by 316 pixels, H.264 codec, max 10MB.
Animate your character walking on the spot in a treadmill cycle. It should be a loop about 1-2 seconds long. Animation should show all 12 principles of animation, especially strong posing, weight, and overlapping action. The character should have believable weight, a clear personality, and move with fluidity and clarity.

Please REFERENCE your rig into your shot (do not open the rig and start animating or import him.)

Filenames:
1136_a6_donovant_walk_001.ma
1136_a6_donovant_walk_001.mov




Wednesday, November 6, 2013

WEEK 10: Asset Development 1 DESN1083: Assignment 3 Due in 2 weeks! (November 21st)

Hey, everybody.
How are those models going?

I just found another helpful course for you on Digital Tutors specific to your assignment. I started a new modeling playlist as it's a bit too in-depth to be included under Modeling Basics.

Modeling in 3DS Max and Zbrush - 
http://www.digitaltutors.com/11/my_playlists.php?pid=218611


There's also a detailed tutorial specifically for modeling a Beretta at 3DM3:
http://www.3dm3.com/tutorials/beretta/


WEEK 10: Game Project Development DESN 3010: Milestone 3 due today!

Milestone 3 is due today!

Milestone 4:  ex 5-10 second piece of animation.
Value: Total 20%. See breakdown below.
* Late submissions will receive ZERO marks.
For the final 2 assignments I'm allotting marks for work in progress. 
The following are due in class:
5% WEEK 11: planning (may include storyboards, thumbnails, video reference, blocking)
5% WEEK 12: rough posing (all key poses including facial expressions and hands)
10% WEEK 13: final animation (polished, fluid, full animation)

FILE NAMING:
3010_ m4_lastnamefirstinitial_001
ex:
3010_m4_donovant_001.mov
3010_m4_donovant_001.jpg

Images: JPGS only, 72 dpi, 1200px along longest edge,
Videos: Quicktimes only, 560 pixels by 316 pixels, H.264 codec, max 10MB

Playbasts only, please. Do not render these assignments. You do not have time.

Your final animation should have a different number than the rough posing but otherwise please follow the identical naming convention.

Please note that no marks will be given for conforming to requirements. Only projects that conform to hand-in parameters will be graded.

First up: Planning!  Due next week! Do not skip this part it es muy importante!
Here is master animator, Carlos Baena bringing it all to a quick sequence from The Incredibles:
http://www.carlosbaena.com/resource/resource_tips_planning.html








Monday, November 4, 2013

WEEK 10: Motion Studies DESN1136 Idle, continued! Transitioning into Walk Cycles

Today we'll continue with the idle adding refinements to the overall action such as overlapping action and tweaking the curves in the graph editor to make sure everything is smooth.  If you're happy with your idle, try another one from scratch in a contrasted pose. Perhaps you could make an 'extended idle' that transitions from one idle to another.
The Digital Tutors tutorial "Animating Game Characters in Maya" takes you through the creation of a character-specific game idle. Starting from a strong character pose, the animator sets up a simple keep-alive idle with overlapping action and uses the graph editor to alter and refine the action. 

I'll go over how to set up your playblasts so you can hand them in next week. 

There seemed to be some confusion with the difference between IK and FK last week so we can do an exercise to clarify that concept a bit more. Here's a link I sent out to a 1-pg explanation of IK and FK Demystified for Animators

If we have time I'll lead into walk cycles by working on the transition from idle to the first step forward - this takes quite a bit of finessing and if you can figure it out you'll be that much further ahead when we officially start walks next week. 

Wednesday, October 30, 2013

WEEK 9: Asset Development 1 DESN1083: Assignment 3 Due in 3 weeks! (November 21st)

Happy Hallowe'en!

Well, your next assignment isn't due for another few weeks but don't let that kill your momentum! Better to press on with as much energy as you can and get it done early than leave it to the last minute. You're still pretty new to modeling, most of you, anyway, so I made a beginner modeling playlist for you with about 19 hours of instruction. This takes you through everything from basic theory to creating simple props to professional workflows to ways to improve your existing models. You should have everything you need to get you started and maximize your skills no matter what your level. If you're struggling, there should be a peer tutor available for you every day in the lab. If not, do remind Jean-Paul that you need some extra help and one should be available soon.  Failing that, share your resources - no one's good at everything and if you get someone to help you, you can always help them with something in return or at least get them a sandwich.
What goes around truly does come around!



WEEK 9: Game Project Development DESN 3010: Milestone 3 due next week!

Happy Hallowe'en! Would it scare you if I reminded you that next class is your deadline for Milestone 3? Moohahahahaaaa!!!!!

Tonight Pixar is releasing a new short 'Toy Story of Terror!' that looks like lots of fun.
Here's some behind-the scenes progression information about the many stages of production they went through on this short:

http://www.tv.com/news/toy-story-of-terror-sneak-peek-see-the-evolution-of-a-single-frame-of-footage-from-abcs-new-special-from-story-to-final-product-photos-138138516864/





Monday, October 28, 2013

WEEK 9: Motion Studies DESN1136 Assignment 5: Idle

Ready for your term of Maya animation cycles? You are going to create a set of cycles that will seamlessly blend together - idle, walk, run, and jump.

We are going to be using exclusively the new free rig from Animation Mentor, Stewart.

Get your own copy here rather than just getting it from a friend. Sign up for their newsletter, trust me, it's worth it. 
http://www.animationmentor.com/free-maya-rig/
He has more functionality than Buckid and less troublesome detail than Eleven.

First up: Idle no more! (hehe)..
Greeks gave the world souvlaki
 and contrapposto
The humble idle is the Rubic's cube of cycles. How your character behaves when he's just waiting around conveys a lot of attitude. You'll need a lot of subtle control to keep a character alive. Too little movement and they'll just look dead, too much and they'll appear to be having a seizure. :o)


I must warn you that as simple as it may seem to make a character 'do nothing', it is most diabolical! With great subtlety you must add some movement to every part of the character. Nothing should bump or pop, everything should have a nice smooth arc and you should not really be able to pick out where the cycle starts and stops

The key to idles is mastering 'Overlapping Action'. Show how movement flows from the main muscle groups of the body out to the extremities using the 'wave principle'.

Start with a nice pose. Work in a little contrapposto if you can.
woah, that's a little too
 much contrapposto

Get the attitude working before you move on to animation. Create a slightly different pose in the middle and then some breakdowns in between. This looks not too bad, but the movement will all be happening on the same keyframes. Get into the details by offsetting the joints. All changes of direction must use lots of slow ins & outs. Use your infinity/cycle views and check for smoothly flowing curves in that Graph Editor.

DESN1136 Assignment 5: Idle Cycle
% of final grade: 10% 
Assigned: Tuesday, Oct 29, 2013
Due: WEEK 11, Nov 12th at the end of class
Playblast and Maya file
*Late assignments are worth 0


Animate your character in a typical (not generic) pose, idling. It should be a loop about 1-2 seconds long. The QT should be set up to cycle on a loop so be sure your 1st and last frame are not repeated.

Quicktimes only, 560 pixels by 316 pixels, H.264 codec, max 10MB. You can use a variety of tools such as Handbrake, Adobe Media Encoder, Quicktime Pro and more to format your videos. I use the 11-second club guidelines: http://www.11secondclub.com/helpful_hints/encoding

Please REFERENCE your rig into your shot (do not open the rig and start animating or import him.)

Filenames:
1136_a5_donovant_idle_001.ma
1136_a5_donovant_idle_001.mov