Modelling The Tin Tin moon rocket:
To begin understanding the modelling potential of Maya, I used modelling techniques including the extrude tool, inserting edge loops, multi cut tool and target weld to create the Tin Tin moon rocket.
I began by watching the tutorial a few times through video one and 2. I faced minor challenges where I would accidentally click a function twice and it would not perform what I was wanting to do. However, there were benefits to this trial and error as I became quickly used to the basic features of the UI. I was also able to practice using shortcut keys and learned how to move through functions quicker.
After building the first stages of the rocket, I felt there was an improved way of creating the rocket that would appear to be more aesthetically pleasing. Once I understood the dimensions and how the extrude tool would move the elements of the model, I was able to extrude the 3 panels coming out of the bottom of the rocket simultaneously. I wanted to achieve identical stands on the rocket. I initially did in the main structure and the angles between them although when it came time to pinching the tops and bottoms, I found it a bit tricky as it took a few rounds to find out the direction of the points directions ( It is difficult to explain this).
After watching the third video tutorial, I realised that it is possible to duplicate the arm extruding from the main body of the model. This is beneficial to have exact copies. I do not think my method of achieving the symmetry in design was a waste as I navigated a lot of the basics of Maya in doing so. Above is a screen shot of how I pinched the corners of the underside of the extruding panels.
I learnt that if 2 objects are connected or in this case, 4 objects, you can click edit mesh> merge which will allow your object to become one which is what I did so that Maya would treat the rocket as one object.
The image above displays colouring the rocket surface. This was relatively easy to give the whole surface one shade of colour. I managed to find the checker selection on the colours but I could not figure out why this was not appearing on my own rocket shape. The tricky part achieving this at the end.
Questions.
How do you get the vertices menu too appear?
Why were there gaps between the extruded parts and the cylinder body of your model? My own model did not appear to have these spaces and so I did not have a chance to practice the merge vertices function.
The same tools were used in trying to recreate a cup and saucer.
To explore a new area, I attempted to create a rope. Although it was not a very successful looking rope, it did spark my creativity of the extrude along a curve tool usage. I imagined this could be used for recreating strands of hair, cables, rope or even insect legs. I also explored the edge loops tool which when manipulated with the move tool increases the potential shapes that can be created.
The 12 principles of animation were coined by Disney animators Ollie Johnston and Frank Thomas in their book The Illusion of Life: Disney Animation published in 1981 (Johnson and Thomas, 1981).
These principles are:
- Squash and stretch:
- Anticipation:
- Staging:
- Straight ahead and pose to pose:
- Follow through and overlap:
- Slow in and slow out:
- Arcs:
- Secondary action:
- Timing:
- Exaggeration:
- Solid drawings:
- Appeal:
Video of 12 principles (Coron, 2019):
Word count: 68 words
References:
Johnston, O. and Thomas, F. (1981) The illusion of life: Disney animation. Disney Editions. New York.
Oh my Disney, Disney (2016) THE 12 PRINCIPLES OF ANIMATION AS ILLUSTRATED THROUGH DISNEY AND DISNEY PIXAR FILMS. Available at: https://ohmy.disney.com/movies/2016/07/20/twelve-principles-animation-disney/ (Accessed: 01st February 2020)
Coron, T./ Creative Bloq (2019) Understand Disney’s 12 principles of animation. Available at: https://www.creativebloq.com/advice/understand-the-12-principles-of-animation (Accessed: 13th March 2020)
Bringing life to the lifeless:
The Flour Sack was popular as an animation test at the Disney studio in the 1930s because it was more organic in movement than a bouncing ball, focusing more attention to weight, overlapping action and how the sack changes shape over time. It also forces one to think about timing and how to make this object move realistically in animation (Keslensky, 2005).
Many animators still use the flour sack as a practice and warm-up tool. There are not any strict guidelines for the flour sack exercise, except to adhere to the 12 principles of animation.
Word count: 100 words
References:
Keslensky, J./Tall Grass Radio Studios (2005) That Poor Misunderstood Sack of Flour. Available at: http://tallgrassradiostudios.blogspot.com/2005/05/that-poor-misunderstood-sack-of-flour.html (Accessed: 17th March 2020)
When light hits an object, part is absorbed, part is reflected and part is transmitted through. The appearance of a surface depends on these factors, however in Maya, the surface appearance is dependent on its shading. Some of the attributes of assigned materials include colour, transparency, and shine which are applied to the mathematical object (Autodesk, 2014).
Using the lighting and shading menu, I assigned new materials including Blinn, Lambert and Phong to the shapes below which were then manipulated using the attributes editor. The attributes editor and UV texture editor was used to assign texture map images to adjust the appearance of the texture on the object.
UV (the letters denoting the axis as X,Y and Z are already assigned) mapping is a process where the texture map is wrapped around the object.
Word count: 135 words
References:
Autodesk (2014) Shading. Available at: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=Asts_Surface_shading (Accessed: 14th February 2020)
A character rig is essentially a digital skeleton bound to the 3D mesh. Like a real skeleton, a rig is made up of joints and bones, each of which acts as a “handle” that can be used to bend the character into the desired pose.
Creating cuboids and linking them through parent-child hierarchies to rank them, allowed me to group the objects so that they would move together. Below is an attempt to create a rigged set of objects to resemble a hand like structure. Re-naming the parts, positioning the pivots and locking the rotations were essential to making the object behave with a hand like motion.
(Dermot, 2010)
Word count: 108 words
References:
Dermot C. O./ Angry Animator (2010) tutorial-2 : walk cycle. Available at: https://www.angryanimator.com/word/2010/11/26/tutorial-2-walk-cycle/ (Accessed: 18th February 2020)
There are 10 goals for lighting (Hixon, 2017):
- Establish a setting
- Enhance or creating the mood of a scene
- Direct the eye
- Create the illusion of depth
- Create the illusion of volume
- Reveal the substance and qualities of materials
- Maintain continuity
- Integrate visual elements
- Set a visual style
- Create visual interest
(
Arnold physical sky to light used to dusk and dawn atmospheres.
Balloon blowing in the wind.
Word count: 105 words
References:
Golowczynski, M./Digital Camera World (2018) Cheat sheet: Pro portrait lighting setups. Available at: https://www.digitalcameraworld.com/tutorials/cheat-sheet-pro-portrait-lighting-setups (Accessed: 2nd February 2020)
Hixon, D./ECG Productions (2017) Why Light? Available at: https://www.ecgprod.com/why-light/ (Accessed: 8th March 2020)
Audio Clip
“Animation is particularly effective when it communicates with movement. But this potential can only be tapped when movement is given a meaningful role.”(Besen, 2008: 16). The audio clip used in this animation was taken from the 11-second club archive called, Crooning frog by Aju Adam (The 11-second club, 2012). The audio consists of one voice humming a tune which I felt would allow me to use the lip-sync animation to a degree but the action of the clip would be guided by the movements rather than taking instruction from the words of an audio clip.
Storyboard
The storyboard is a key part of the visualisation process in telling the narrative through drawn pictures and to develop the story (Wells, 2006). The narrative centres on a cleaner sweeping a stage as the theatre is closing (dim lighting is used). He gets carried away by the music and allows himself to dance to the tune for a brief moment, until the music comes to a bitter end and he is reminded that he is in fact not the dancer, he is the cleaner (perhaps imagining a life he has dreamed of).
Modelling Set
Creating a convincing environment for the character established the scene and distributed important information into the props of what was happening without the need for dialogue (Beson, 2008). The broom, bucket, and wet floor sign indicate the character is a cleaner, whilst the stage and curtains show the scene is located in a theatre.
Play blast of curtains modelled with n-cloth:
Initial Pose
Lip syncing
To pose the mouth, I photographed a mouth recreating the phoneme shapes to give the impression the character was singing the tune of the audio (Martin, 2020).
Table breaking down mouth movements:
la | ta | tu | ta | la | tu | ta | tu | ta | la | ta | tu | ta | ta | ta | tu | ta | |||
open | x | x | x | x | x | x | x | x | x | x | x | x | |||||||
close | x | x | x | x | x | ||||||||||||||
wide | x | x | x | x | x | x | x | x | x | x | x | x | |||||||
narrow | x | x | x | x | x |
Phoneme shapes:
It’s generally agreed that you should animate body movement first and lip-sync second (Wells, 2006). This helps to focus on making the body communicate what’s being said before you begin lip-syncing.
Reenacting the animation sequence
Side view:
Posing
To create the animation, the key positions of the actions were blocked out whilst Maya was able to fill in the movements. Pose to pose animation, as opposed to straight-ahead animation, was used since it offers more control and allows for the in-between work to be defined while ensuring the animation will be hitting its key poses (Besen, 2008).
Lighting