Monday, December 9, 2013

WEEK 15: All assignments due in class this week

Motion Studies - your blended cycles are due
Game Dev - your final animation is due

Hooray, you're done! 

Happy holidays to all my students! This is one of the funniest Christmas toons from one of my favorite studios: BirdBox. Their stuff is the epitome of simple, snappy timing and loads of appeal. 

Wednesday, December 4, 2013

WEEK 14: Asset Development 1 DESN1083: Assignment 4 due next week!

One week left to go!
Please let me know if you have any questions about your marks for your last assignment.

By now many of you have figured out how to animate a basic turntable in 3dsMax. I'm sure you know where to get great tutorials to help with lighting and rendering as well. In case you're still not sure, here are a few that might help:

http://www.digitaltutors.com/tutorial/539-Beginners-Guide-to-3ds-Max
http://www.digitaltutors.com/tutorial/858-Introduction-to-Lighting-in-3ds-Max
http://www.digitaltutors.com/tutorial/348-Introduction-to-Rendering-in-3ds-Max

Models by Don Toledo, Silicon Knights

WEEK 14: Game Project Development DESN 3010: Milestone 5 roughs due today!

One week left to go!

I look forward to seeing your planning material for your last project which is due next week.

Here's some great advice from a Sony Imageworks animator, Matt Munn, on bridging the gap between being a student and being a professional.  Here are some of his key points:
  • remember you're not alone :)
  • get feedback - many senior people are willing to share their expertise with you
  • collaborate - work with your fellow team members to get the best performances
  • stay passionate about your work!

Here's a sampler of Matt's animation from Cloudy With a Chance of Meatballs 

Sunday, December 1, 2013

WEEK 14: Motion Studies DESN1136 Assignment 9: Blending: Due next week!


We're going to 'blend' our cycles together using the simplest tools in Maya. Blending between different actions may involve adding extra details between cycles. For example, a walk to a run requires a tricky middle action where the character gathers energy to move more quickly.
Assignment 9: Blending the Cycles
Playblast and Maya file
% of final grade: 10% 
Assigned: Tuesday, Dec 3rd, 2013
Due: WEEK 15, Dec 10th at the end of class
*Late assignments are worth 0


Quicktimes only, 560 pixels by 316 pixels, H.264 codec, max 10MB.
Blend together your cycles - idle to walk, walk to run, run to jump.
If you like you can try blending back to the run.

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

Filenames:
1136_a9_donovant_blend_001.ma
1136_a9_donovant_blend_001.mov


The timing (both frames per step and timing of secondary actions such as arm swings and head drag) should support the attitude and personality. The character should have a believable weight. The motion should be fluid and smooth without obvious pops or bumps. Body parts should be offset from one another a bit so every part of the action doesn't occur on the same frame.


We're also going to continue with our topic of the most subtle of the animation principles -- overlapping action, which is paramount to creating weight. We'll take lots of cues from the Pixar of Game Animation, Blur Studio in California.

Wednesday, November 27, 2013

WEEK 13: Asset Development 1 DESN1083: Assignment 4 due in 2 weeks

Last week a few of you mentioned you may not really know much about lighting. Fortunately, a little on info real-world lighting techniques can take you quite far. There are great tutorials out there but one of the best ones I've seen is from Marmoset Toolbag. Marmoset is a set of tools to create amazing lighting effects very quickly and easily. I don't suggest you skip learning lighting in 3dsMax but I do recommend you check out Marmoset's stunning results and their very thorough tutorials.

Their Character Lighting Tutorial contains a lot of the basic terminology and concepts you will need to light your gun or anything, really. Key, Fill, and Rim lights are standard terms you should know as well as some ideas about how to place them properly. There is also a list of links to inspiring photography portfolios that show what a difference great lighting makes. http://www.marmoset.co/toolbag/learn/character-lighting



I would seriously recommend you steer clear of Photometric lights in 3dsMax and stick with the Standard lights. 

There's another awesome site you should know about: James Gurney's blog "Gurney Jouney" and his book, "Color and Light" will teach you everything you need to know about colour, light and shadow.
http://gurneyjourney.blogspot.ca/2010/02/light-and-form-part-1_15.html

If you need help setting up your lighting or your animation just let me know!

WEEK 13: Game Project Development DESN 3010: Milestone 4 final animation due today!

Milestone 4 is due today!

Please also let me know what your plans are for your final assignment. You only have 2 weeks for this one so I want to make sure everyone's on the right track.

Milestone 5:  ex 5-10 second piece of animation.
Value: Total 20%. See breakdown below.
* Late submissions will receive ZERO marks.
The following are due in class:
5% WEEK 14: planning & rough posing
15% WEEK 15 final animation


FILE NAMING:
3010_ m5_lastnamefirstinitial_001
ex:
3010_m5_donovant_001.mov
3010_m5_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.

----------------------------------------------------------------------------------------------

Re: Planning animation - 
A few of you still seem a bit unclear about what is meant by rough animation. Here's a podcast you can listen to from one of the all-time greats - another animator to get to know: James Baxter. Does his name sound familiar? Then you must be a fan of Adventure Time where he helped create a horse character who neighs his own name! Hilarious as it is, don't get too sidetracked by this recent silly turn because James Baxter is a well-known animation heavyweight with some of the biggest blockbuster feature credits you can imagine - Beauty and the Beast and the Lion King to name just 2. 

Here he is speaking about animation planning. If you're super keen check out the episodes before and after it: http://animationpodcast.com/archives/2008/03/02/james-baxter-part-two/
James Baxter's masterful drawings of Rafiki's hands from the Lion King

Monday, November 25, 2013

WEEK 13: Motion Studies DESN1136 Assignment 8: Jump Cycles: Due next week!

Next cycle -- Jumps!
EVH can do it, so can you
We'll take a look at some different styles of jumping, leaping, hopping, bounding characters and study live action for inspiration. Jumping characters exhibit lost of secondary and overlapping action, and anticipation.

Showing the effort characters take to move their own weight is paramount to creating believable animation of any style.

It's one thing to make the up and down motion read as 'heavy' and affected by gravity. It's quite another to master the mechanics of looping overlapping/secondary action with the character's arms, legs and other details such as tails or capes.

If ever the devil were in any details.. it's animating secondary on a looping action!

Your jump cycles should be usable for avoiding ground pitfalls or traveling forward.
The mechanics of the body in the jump should work well before tackling the secondary action

Remember you will be blending this cycle from and back to the run so you might want to export the start pose from a run position to help it transition smoothly.

Assignment 8: Jump Cycle
Playblast and Maya file
% of final grade: 10% 
Assigned: Tuesday, Nov 26, 2013
Due: WEEK 14, Dec 3rd 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 jumping 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_a8_donovant_jump_001.ma
1136_a8_donovant_jump_001.mov

The jump should clearly show the personality and attitude of the character. The timing (both frames per step and timing of secondary actions such as arm swings and head drag) should support the attitude and personality. The character should have a believable weight. Steps should be symmetrical (apparently if not mathematically) and the motion should be fluid and smooth without obvious pops or bumps. Body parts should be offset from one another a bit so every part of the action doesn't occur on the same frame.


Monday, November 18, 2013

WEEK 12: Asset Development 1 DESN1083: Assignment 3 Due today

Assignment 4 -
NEW BERETTA 3D Model: 15 Marks
DUE DATE: WEEK 15 December 12th
@ BEGINNING OF CLASS on Blackboard
* Late submissions will receive ZERO marks.
Assignment 4 is to set up the model on a turntable for presentation.
Animate the gun in a 360 degree rotation and apply a lighting solution (ie, 3 point light set-up)
Once the model is lit and animated, render out as an AVI or an MOV.

Recommended settings:
Quicktime (MOV)

Compression H.264
1280 x 720
3 x 360 degree rotations - about 8 seconds
check your frame rate matches your output (24fps or 30 fps)

FILENAME:
ASSIGN4_NEWBERETTA_MODEL_YOURNAME.AVI (or MOV)
ASSIGN4_NEWBERETTA_MODEL_YOURNAME.MAX

ex -
ASSIGN4_NEWBERETTA_MODEL_TARADONOVAN.MOV
ASSIGN4_NEWBERETTA_MODEL_TARADONOVAN.MAX

Here are some examples of turntables: 
Blaster Gun Game Model Turntable
Gun - Peacemaker 3D Turntable
Weapon Model Turntable


I added another Digital Tutors course for you in Modeling Basics called  Introduction to Camera Animation in 3ds Max. There is a specific unit called Creating Turntable Animation that you might find especially useful.


WEEK 12: Game Project Development DESN 3010: Milestone 4 posing due today!

Looking forward to seeing your rough posing today!
Due next week:
10% WEEK 13: final animation (polished, fluid, full animation)

This week is the 85th anniversary of one of the most pivotal milestones in animation history: Walt Disney's 1st Mickey Mouse cartoon and one of the earliest cartoons with sound. 1928's "Steamboat Willie" helped make Walt Disney a household name and boosted the career of pioneering animator Ub Iwerks.

What's remarkable to note is that this cartoon predates "Snow White and the Seven Dwarves" by just 9 years! A lot can happen in a decade.

WEEK 12: Motion Studies DESN1136 Assignment 7: Run Cycles: Due next week!

This week: run cycles.

There are so many kinds of running -- sprinting and long-distance running, jogging, barefoot running, and all sorts of speeds (spm) and styles, including cartoony. We'll look at some video analysis of running and talk about the major keys.

We'll start dealing with blending cycles together so you can practice in preparation for the last assignment. Think about how you'd go from walking to running. Slap on those runners, hit some pavement or a treadmill and feel the difference between the two gaits. Make sure it's obvious in your animation that you understand a new action requires an anticipation.  Does your COG drop a bit lower before it springs higher? Do you need to lean forward? Do you take one big walking step before your first running step? Exaggerating things like this to make the audience appreciate your analysis.

Read up on runs:
Richard Williams' "Animator's Survival Kit" pgs 176 - 200

Please do NOT use bad reference from the Internet such as Preston Blair or AngryAnimator or Anime. Only source information from battle-tested, quality animators with high-end experience. 90% of the information online on animation is not usable at this level.

Digital Tutors has a great tutorial on runs but I will caution you it veers into territory you do not want to focus on for this cycle such as character sets, scripting for mirroring poses, and editing rotation order. You can learn these if you want but I want you to focus on just animating great poses with great timing using great reference.
http://www.digitaltutors.com/lesson/25052-Introduction-and-project-overview

Assignment 7: Run Cycle
Playblast and Maya file
% of final grade: 10% 
Assigned: Tuesday, Nov 19, 2013
Due: WEEK 13, Nov 26th 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 running 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_a7_donovant_run_001.ma
1136_a7_donovant_run_001.mov


The run should clearly show the personality and attitude of the character. The timing (both frames per step and timing of secondary actions such as arm swings and head drag) should support the attitude and personality. The character should have a believable weight. Steps should be symmetrical (apparently if not mathematically) and the motion should be fluid and smooth without obvious pops or bumps. Body parts should be offset from one another a bit so every part of the action doesn't occur on the same frame.