Thursday, August 7, 2008

Journal 2 (Leonard)

Well, this is my 2nd journal for IN3D.

Overall, IN3D has been a subject that keeps me thinking all the way. From modelling to animation, creating simple blocks to rigging, IN3D has indeed been a really comprehensive subject. Mr Douglas might have been a strict teacher, but he has shown to us that he has a soft side to him. When problems arise and we raise our hands to ask questions, he will always be there to save the day...

The most interesting part of IN3D is no doubt the animation. Animation in Maya generally requires the usage of keyframes, and the characters' movement must look realistic. Also, collision detection is a must to create a great animation project. Without collision detection, the animation will usually be poor.

Well, the most difficult part of IN3D would have to be rigging a skeleton for the flour sack. Although the flour sack is a pretty simple object, rigging proves to be otherwise. Joints and IK(inverse kinematics) have to be implemented so that the flour sack will be able to move as though it has two hands and two legs.

The topic that I most enjoyed was the ball squashing. By implementing squash & stretch to the ball, bounces look much much better instead of just translating and rotating the ball. The graph editor was a good tool to create smoother curves for the ball bounces.

In conclusion, IN3D has been a really good subject. Although i'm not a really good Maya user, I have enjoyed working with it especially in the animation of the assignment. The only thing that I detest is probably the rendering time as it always takes a long time to render... (I'm sure everyone else feels the same way too). I hope that I will have the chance to use this program more often in the future so I can become a better animator...

Sayonara, IN3D...

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