Saturday, November 28, 2009
Thursday, August 7, 2008
IN3D Journal 2 (Cheng Lai)
However, once all these are done, the actual animation turns out to be very easy once I came up with the storyline. I do run into a few problems but after consulting with my friends, it was easily solved through the help of the graph editor and hypergraph. There was only a problem which I have been unable to solve. When i tried rendering in .AVI mode, the render ran but return complete after only 1 frame has been completed. This turns out to be a frustrating problem as I was very close to the deadline. Eventually I decided to do a playblast file instead. The result turns out to be decent at least.
I felt that after going through this subject, I learnt alot, not only in the subject but also from the tutor. Although he may be blunt and his words may be abit mean, I think that what he said does have some merit to it. I will forever remeber the lessons I learnt from this subject for the rest of my life.
Yeu Wing's IN3D Journal 2
Firstly, the problems I encountered. Animating a realistic floursack was very difficult, and to reproduce human actions in the floursack was a daunting task. I had to watch many videos of soccer players plying their trade to get the movement right, and even then, it STILL doesn't look right.
The second problem encountered was the render tool (or my computer?). My computer refused to render the scene properly no matter how many times I tried. I checked and rechecked the settings with fellow classmates and found myself stumped as to why my computer refused to render. I had to use a friend's computer in the end, and I managed to render what I wanted.
Now, the things that I have learnt in IN3D. Animating look easy, but it certainly isn't. It is incredibly difficult to animate realistic movements and make objects feel sentient and alive, or move at the right speed, and I have much to learn. Also, I've learnt that the Graph Editor is a SUPER important tool in animating as it helps to weed out little niggles in the animation that would cause the animation to look weird. I've also learnt that scripts make life a hell of a lot easier, provided you know how to use them.
Finally, I'd like to give my thanks to tutor Mr. Douglas for being awesome with Maya. Cheerios~
WING.
IN3D ! Journal~ (Tai You)
Over the past weeks of IN3D lessons, we have learnt alot from our lecturer. We have gained more knowledge on some useful techniques such as rigging and animating a flour sack, legoman and learnt several ways on how we can improve the realism of animations. One example is the squashing and stretching of bouncing balls. It will still look better despite having an exaggerated look. From the lessons, I can see that most of our classmates are very enthusiastic in learning new stuffs in Maya. We have learnt about how much the Autodesk Maya programme can do with its powerful features.
I personally felt that this module is especially essential and neccessary to us. As someone who is studying in a gaming course, the knowledge and expertise in Maya is very helpful to us. With the knowledge in Maya, we are aware of what Maya can produce for our games, and the realism in games which we can create with the help of Maya.
After completing the first assignment, creating a city and second assignment, creating an animation, I felt that it is a challenging assignment. The product of our assignments is based on our creativity. After completing the assignment after days of hard work, most of my classmates, including me are satisfied with our works.
After these semester of learning Maya, I am satisfied with what i have learnt and i have enjoyed the module. My interest in maya will encourage me in learning more about this powerful tool even after the module.
Journal 2
Firstly, starting off with 3D modelling, the tools are difficult to understand, and it is further complicated by the system processes and what the tools actually do. Therefore, the understanding part comes in. We would need to understand how it works behind, so we will understand what the tool do to the model, rather than just using the tool itself.
Secondly, after modelling, rigging comes in. Rigging is nevertheless an important part in animation. While learning rigging, i found that there are a lot of variations and each type of rigging would change the animation totally. Together with advanced animation tools and even optional plugins, i find that animation in In3D is simply limitless. But the difficulty is still there, and frame by frame animation, although it allow for precision, it needs a lot of time, and also some basic measurements, to make a relistic, and perfect animation.
On the overall, 3D modelling and animation had been fun and enriching. Despite of the huge number of tools of Maya Autodesk, the entire course had been manageable so far. And we learn some important tools to change animations and polygons to our liking. Thus in the end, we manage to come out with a decent animation with some hard work.
To conclude, 3D animation requires a high level of hard work, to present a good animation. But still, the tools that are provided in Maya, shows that animation in 3D is neverending and there are unlimited amounts of variations in designing and animating.
by: Pour Bao Guang
Journal 2
Another area that tested our skills was exxageration of moving objects,e.g ball. To make a ball look more exageraated so as to provide some special effects, we were thought how to use squash and stretch in our animation to enhance the overall animation maing it look more interesting and comical.
Overall the assignments in IN3D are effective in helping me to learn how to use maya, the skills that i have pick up such as modelling and rendering, i believe; would help us a long way when we step into the game industry in the future.
-Leslie-
IN3D Journal 2 (Kuan Wei)
After a few nights of going without sleep, I am finally done with my IN3D Assignment 2! Although its quite tiring and VERY tough, I felt that it was worth it as the assignment was very interesting and taught me a lot. Having to model, animate and make sure that it looks realistic sure was tough. I encountered many problems when I was doing the assignment (some stupid mistakes too).
One of my biggest problem would have to be the timing of the whole animation. Its important that we make the timing just right (not too fast/not too slow) so that the animation looks good. I feel that I have not done particularly well in this area as my animation is too fast at the start and at the end, making my animation look unrealistic.
The second problem would be rendering. My laptop is unable to render the scene at all, causing lots of frustrations. Although it might show that the rendering is completed, the avi file would always be an empty file that cannot be opened. No matter what settings I used, it just doesn't render, causing a huge headache and a last minute panic.
The third problem would be animating the floursack and the legoman realistically. It might look very easy to outsiders, it is actually really difficult. Making the objects feel alive is even tougher! I feel that if I had more time, I could have made it better.
I guess the most important lesson learnt would be ANIMATION IS NOT AS EASY AS IT SEEMS! Last time, when I used to watch animations/cartoons, I used to think that it is not that difficult to model something like tt. However, having experience this first hand now, I seriously applaud and salute the animators. My animation is only 20 seconds and it is already so tough, imagine the effort put in when they model a movie! Wow!
Woooo maya rocks. 3D Modeling!!!
Journal 2 (Leonard)
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...
Journal2( Michelle)
At first, I took alot of time to make the bouncing ball work right. The squash tool either was too short or was separate from the ball. I did not realise it would be easier as time to come, where I have to create mulitple balls over and over again for different uses- such as a ball bouncing, a ball being kicked, a ball being thrown and so on. Different ball moves have different effects on the balls. For example, a golf ball do not squash and stretch, therefore I do not require the squash and stretch tool. Through my short experience, I was able to understand why I must lock certain values and not follow the tutorials blindly but understand them.
The floursack looked simple but was the most difficult to do. There are many steps to it such as rigging and so on. Even to move it was difficult. However, the outcome of the animation of it if it were to be sucessful is a good one (e.g. classmates' moving flour sack) that makes people smile or laugh; find it cool or cute.
LegoMan has limited moves. Therefore, I created a Legowoman in my project. A lego woman has a smaller waist and therefore is able to play golf that requires the movement of hands across the chest. Sometimes, objects can be modifed slightly to meet our needs for animation. In real life, we make characters that can move in their special ways. They have different functionality to move differently.
Rendering is a new concept we got a a little grasp about in this semester. It is useful as it makes our final product look more realistic.
At first, I was unfamiliar with animation using Maya and had trouble getting used to the keyframes. By the time I got used to animation in Maya, my computers crashed.
I was not able to fufill making the images realistic, but there is the storyline. Knowing that quantity is no better than quality, I also believe that the storyline is also important in an animation. A storyline definitely requires a nice animation to go with it. As I can see some of the classmates' work , some of their work really resemble or can be movie or game trailers. Camera angle is also important to show the views of the object, the expressions and the mood. For example from top view, object looks weak. From bottom view up , object will appear magnificient. Such techniques can be used in animation.
There are some rendering problems in some computers in school and we can search online for solutions and that includes any other problems or ideas we have in mind that we want to research or implement on.
Realism in important as it makes people interested in the animation. If there is something that goes wrong in the animation , people will be distracted with that and therefore not find the animation a good one.
One regret that I had was that I was not able to make my animations look that realistic or industry based. Better textures and shaders make objects look more realistic. Especially the movement of the characters, too.
Physics concepts are also important. Such as the falling of a ball will become faster and the ball will start to slow down in bounce level as it goes on.
Patience, creativity and passion is needed for a nice animation. Carefulness too. I think that perfectionists do well in Maya and we should learn from them and complete everything well.
Journal 2(OYS edition)
One semester so fast alreadly and we have learn so many things from IN3D. There were many fustrations and complaints and what soever but we still gain a lot wheter we like it or not. Mr Douglas was very nice to keep scolding us to keep us in check all the time. Even though most people would not like to get shouted all the time, I feel that what he is saying is very very true espically about the game industry stuff.
The assignemetns were a very big big killer and they took most of the time, wish I had did more for the city. The animation was another killer for the assignement as the main problem was trying to make the flour sack move like a flour sack. But with all the fustrations and other stuff, I had manage to still do it and so have the rest of the class. However it is still only 17 seconds even increasing the whole thing to 550 frames.
When I saw the other people's work as well, I got demoralised rather badly because when I compare mine to the other's, they have better textures and models of the scene. And all I have is just one sack,lego man, a ball and a plane. Wish I could have added more things to the scene to increase my marks just by a teeny bit.
Ah well, all well that ends well. Many things has passed and I learn so many things and thank you Mr Douglas for taking all our nonsense over and over again for the past 3 months. I hope I will not let you down in the future by taking my Maya skills to a higher level.
Journal II (Mock)
However, I encountered problems along the lessons, and asked friends to help, and vice versa. Some problems I encounter are the rigging and animating the floursack and the animating of legoman. For the floursack, rigging for it must be precise and accurate, or else when animating, I will face problems when rotating and tranlating according to my will. If not rigged properly, the shape of the floursack when moving will be awfully out of shape, like jagged areas, where I have to "weight" and smooth it down. "Weighting" is definitely not an easy process as it need experience and skilfulness to master it. Though difficult, I've heard that in sem 2.2, we have an animation course which requires this.
Animating the legoman is easy, however, making it realistic is difficult. Legoman lacks certain joints such as the elbows and knees to allow more detailed movements. Also, translating and rotating legoman's limbs are restricted in many ways. Some rotations around the X, Y, Z axis would give the legoman unrealistic movements, thus making a poor animation.
However, there are good encounters in making the animation, as well as during the lessons. Making the stretch and squash for the ball provides exaggeration for animation, thus increasing its realism for audience. The tutorials are also interesting and allows me to project a good animation if there is, in the future.
Animation itself is also one big problem I faced, when doing Assignment II. Set Key Frames is the MAIN MAIN MAIN thing, as well as the MOST FRUSTRATING thing in animation. As the objects in our animation, such as the legoman and floursack, have their respective parts, such as L_Arm, R_Arm, L_ArmIK, R_LegIK, Root_control, once I forget to KeyFrame a part, the whole animation before the current Frame will be affected, and no matter how beautiful the front part is, it will be destroyed! Though irritating, it still teaches us a lesson to be cautious and careful about our work. The run-time errors also remind us to save our work constantly, which is extremely important. But no matter how many tragedies we have gone through, at the end of the day, at the end of the animation, we WILL FEEL SOOO GOOOD!
Also, MAYA has a great user interface and many functions, such as having a smooth camera flow when animating or viewing my projects. The functions provide MAYA users with an easier access for complicated movements and animations.
I feel that having the chance to learn this subject will definitely help me in the future. MAYA has provided me with another option in my future career paths and life, opening more of a designing route for me. I will treasure the lessons I have been taught and will make it useful to my life, for now and the future.
Journal 2 (AME)
Assignment2 is a built up from some of the previous lab sessions. The assignment mainly focuses on animation. 40% of the marks go to animation! In my animation, i tried to make the ball stretch, squash and even use a deformer to make it look realistic when the ball hit a object or kicked. However, when i render the scenes, the stretch, squash and the deformer makes very little significance. ><
Another thing, before i render my scenes, i put in the ambience lights but i seem to have overdid it. I think i have made the scene too bright and it looks a bit wierd.
Furthermore, the camera has always been a huge hassle for me. I just cannot seem to make the camera rotate in a nice and smooth manner. Plus, i also cannot remember how to make the camera follow the nurb curve or something like that. I think i have to learn more about the functions that maya provides.
Another Huge "Monster" in maya is painting weights. It is so difficult to achieve a nice and good looking posture without affecting the postures in the other frames. When you paint the weights in an area, the other areas will also be affected.
~Kenneth
ITS THE END (yan)
before you know it, it has already come to an end for IN3D!! i have learnt many various tools in modelling as well as animation~ when doing the animation assignment, there were many difficulties faced due to bad base in animation. from painting weights to proper rigging, all these posed as difficulties which in the end, helped me learn more.
i have observed that rigging affects the way the model moves and how realistic it is. i have also learnt about rendering where the program gets every frame of the animation and linking them together to get a high quality of animation.
thinking back to my robot model, i realised that the complexity of my models have increased steadily throughout the IN3D days. this is partly thanks to my lecturer douglas who helped during times of needs. now, i know how animators have it tough when making an animation and will no longer take animation lightly. from making realistic textures to complex models, being an animator is no simple task. lighting and camera effects also affect a great deal in animation which in my opinion, is what IN3D is all about!
all in all, i have thoroughly enjoyed myself during IN3D by looking at the end result of countless hours of hard work and hope to be able to do more in future.
posted by YAN;
JOURNAL 2: WEE YOU
I had fun! I learnt a lot of stuffs about maya, from modelling, to rigging, to animating, to rendering! Modelling is a very fun thing to. It was very interesting to see the end results of the endless extruding and adjusting of vertexes. For eg, during the city, we were trying to model our buildings according to buildings found in the real world.
We also modelled cute stuffs such as the LEGOMAN and the FLOURSACK! Not only that, we put life into them by animating them. For example, we rigged the FLOURSACK and gave it IK handles, making it move realistically. This injects life into the FLOURSACK, as we can set a lot of real-life poses, such as a sad floursack, a whining floursack, etc.
Animating the legoman was also loads of fun. It is very interesting to see how you made your legoman move, and how cute it becomes. We also applied funny textures to the legoman, such as giving it hair, and letting it be "half-naked". This was done mostly using the UV Texture Editor. IMO, that is a really powerful tool that allows a texture to be projected on a non-plane surface. For example, by adjusting the UVs, it is possible to add a "sky texture" to half of the skydome. making it look realistic.
Another interesting thing I learnt was the rendering of the scenes. When I did the scene, I felt that my quality of work is really bad, probably due to the textures i applied. However, when I rendered it fully with lights applied, it looks magically beautiful. This is where special effects can be seen - the generated shadows, differences between blint and lambert, etc. etc. etc.
Rendering the scene took a long time though. Most of us lost sleep because of it, as we thought it would be as fast as "playblasting". Also, after we rendered, we realised how ugly and screwed the playblast was.
EDIT: OMG I forgot to mention about squash and stretch! It was such a fun deformer to use. It exaggerated our ball movement, making it look reaaally reaaaally nice.
Other than the Maya techniques I learnt, the assignment 2 was a precious precious memory etched in my heart forever. We fought through tiredness and sleepiness in order to complete our 3d masterpiece. Everybody was really tired, and was spamming coffee to stay awake. After we finished our work, we celebrated by singing and dancing crazily. This is because of the awesome sense of satisfaction we get from completing our work.
I'm sure I missed out a lot of points which I wanted to say, but in short, IN3D has been a very fun subject, and I learnt tons of things about Maya and 3D concepts. BYEBYE MAYA! For now..
Journal 2 - Poh Zi Hao
The perculiar structure of the legoman and the floursack also forces me to apply creativity in whatever work I do. The limited joins of the legoman and floursack makes it less complex to animate them, but at the same time realism is affected.
Rendering was also a big problem, my laptop like many others' failed to render the animation properly, despite multiple attempts. What is previewed in the timeline and what is actually rendered also have critical differences that forces me to edit my work many times
Now that I have learned IN3D, I learned that modelling is hard, and animating models could be even harder. The IK handler and inverse kinematics also have unforeseeable outcome on the result of animating, and painting the weight, although useful in solving the problem is extremely difficult. I have also learned that the tools like graph editors, outliners and hypergraphs as well as weight painting tools are extremely useful in animating.
Journal 2 - Teo Chu Ping
I found many important and useful functions in Maya. The 1st was the hypergraphs. They allow me to select individual components of my characters and move them accordingly. The 2nd was the layer editor is also useful. It allows me to group my characters into different layers thereby allowing to select individual characters easier. (The reference function allow me to prevent myself from selecting extra stuffs like the background).
However, there are still many areas of maya i have yet to explore. An example would be the lightings, paints etc. I feel that it is a waste as these functions really provide a good model/animation. (From examples i saw while searching the internet for tutorials)
In conclusion. I believe that if i would have more time (alot alot more) i would be able to create a realistic and interesting scene. And also, i regret that i had allocated too little time for this project and thus resulted in a crappy piece of work.
My Will - Journal II (IN3D)
Well, the end product is not as nice as i expected. The lighting is screwed, same for the animation. The most irritating problem i find is prolly the IK handler for the floursack. When modelling the floursack, it will easily go out of shape and it needs to be manually fixed. Legoman is veri easy to animate as it is polygonal. The ball is also quite easy as there's a previous tutorial that teaches the ball's squashing and stretching. The goalpost is a simple poles-and-spheres modelling and needs no animation.
When i saw my rendered animation, I was shock to see that it was dark... But there's no more time to re-render the animation as the time is up. I guess there's nth else to say...
Wednesday, August 6, 2008
Journal2
After doing the assignment, i feel for the animators working for dreamworks for disney etc. I may have only done a 20 seconds odd animation, and i already feel the toughness. I feel for the animators doing a 1 -2 hrs of animations. They would need to observe how a particular character they are animating behave. Animation is not an easy job.
The hardest part i have learnt about the animation is the ability to make the flour sack move. As the flour sack contains a lot of joints, moving and shifting of various parts of the body is hard. And joints or IK handlers will screw up if I were not careful. Another difficulty i face is to make the flour sack run or walk nicely. I find it difficult to move realistically.
Overall, I felt that I have put in my best for this assignment compared to the first one.I thought that I've did a decent job for it.
As the course is coming to an end, I felt that I have done enough to make it through, I hope. I felt that I have learnt a lot about modelling and basic movement or animations of objects. The course is challenging and I'm looking forward to 3DVA in the next semester. Despite the course being tough and tedious, it provided a good learning experience for me.
Mr Douglas is a patient lecturer and is always willing to help pupils whenever they need him to. I feel that he cares for all his pupils even though he might not always show them from his facial expressions. But i know deep down inside him, he has a warm and loving heart for all his students, so that is why we are so successful in creating something nice and presentable. I would like to thank him again for all his efforts in teaching this subject.
The course was only made successful due to his teachings.
Thank you Mr Douglas! :)
-Ang Yujian
Tuesday, August 5, 2008
Journal 2 (Kenny)
Assignment 2 focuses on mainly animation, which combines both 3D modelling and animation. In the assignment, I have tried to apply the principles of animation such as anticipation and exaggeration. Without those principles, my animation would have been a load of junk but that doesn't mean I have applied the principles well. I still have much to improve on with experience.
I personally think that Assignment 2 gives too much freedom to do what we want as long as the animation is good, but sometimes some restrictions can help in testing the ability of animating in 3D. Camera angles can fool people to make a world of a difference in animation, maybe introducing the tips and tricks of camera usage would be good.
Often when problem arises, my first reaction is to google my question such as painting weights. "Painting weights is a killer", I finally understand what Mr. Douglas meant by painting the weights professionally may take up to days with no progress.
I felt that IN3D gives me the feeling that there are more oppurtunities in jobs in the gaming industry other than programming as GET is more of a programming subject, adding IN3D into this diploma have definitely been a good choice as I look forward to 3DVA.
Final thanks to Mr. Douglas for imparting his knowledge, be it for attitude or technical stuff.
Monday, August 4, 2008
Small Note. So small that u dun reali notice...
Sunday, August 3, 2008
MAYA Assignment2
Duno if it is my floursack or what, i jus cant seem to resize it together with its other counterparts. ><
Haiz, got to think a way out of this.
I have already model the floursack and legoman at least twice, no problem.
But!!! Here comes the difficult part!!! Animation!!!
In the first assignment; the city, i have a hard time animating the cars and etc.
Now i have to animate the legoman, floursack and ball in a realistic manner!
Got to spend more time on it... Not easy at all...
Plus, after animating the objects, the camera also gives me a huge headache.
In the city assignment, i jus cant seem to make the camera move like i want it to.
Teacher have thought it in class like the lesson before handing in the assignment but i cant figure out how to do it.
Now worse, i totally forgot liao. Haiz, back to my assignment...
~Kenneth
Tuesday, July 29, 2008
Remodelling
Legoman
-Chu Ping
Saturday, July 19, 2008
Mr Flour Sack(Late again)
-Yong Sen
Monday, July 14, 2008
Use: Move ma Rig to move me(Kenny)
For objects like the Lego man, I feel that it is not neccesary to paint weights as it is a solid object. Adding on to that, rigging is also not required for the legoman for animation unless you have loads of time to spare.
For animation, looking at every detail is the key, whether if movements are regular or with effect would determine on the timing and often calculations. To show realism, it is not as simple as clicking frame 24 and rotate the arm up to show movement, it is those little bits in between such as bending the arm before raising it that makes it look natural.
Thus, animation is somewhat similar to what we have done in the City assignment, it has to be planned before executing any actions.
Sunday, July 13, 2008
MAYA Week 11(Mock)
3 weeks ago, i started modeling the floursack. It started off well but ended like hell. Extruding is unavoidable here, as well as the basic modifications of the vertex, edges and faces, but its ok for me. Therefore, creating the "limbs" for the floursack is quite easy. Here I also learnt about deformers. Although last term Douglas had taught us that, it was here which I first time using it. Deformer was used to shape the body of the floursack. So far I hadn't encounter any difficulties but there is more to come...
RIGGING! It was hell. But it was the most important aspect for animation. With rigging, the "limbs" of any object would be in place, eg. Hands to Forearm to Arm to Body. Without it, the "limbs" would be dislocated from object, or make the animation too fake(robotic movements)!!
Problems I encountered for Rigging are placing the "joints".. There are 4 sticking out "limbs" which are too small to be the whole arm or leg. Therefore I have to imagine the where the knee or elbow is, which is in the body itself, and I always got it wrong as the movement will look weird.
But after the smooth bind, the entire floursack seem to come to live, with bones and joints.
Bounce Ball Bounce.
Some guidelines that i have picked up in class was to create my animation with the use of the motion path and the graph editor. These two tools greatly benefited me as they allow me to modify my animation without having to do everything all over again. Particularly the graph editor as it makes the ball bounce look more gradual and less steep providing realism to the bounce. The motion path on the other hand allows me to see the path o f my bounce before playing it in real time thus it saves a lot time.
Overall i learnt quite alot about animating skills that can improve realism which would aid me tremendously in my next assignment.
-Leslie-
Thursday, July 10, 2008
Ball Ball Ball
Wednesday, July 9, 2008
Assigment 2
Anyways, i've decided to start my assignment 2 early and, hopefully, finish it on time. Although this is obvious, i've made a To-Do list.
Which is:
Design the 2 "balls"
Design the "new" legoman (I hate my original one)
Design the "new" Floursack (Same, i hate my original one too. the limbs are too short)
Animate them. (I'm not saying how as i have absolutely no idea yet)
Well, considering my laziness and all, i might do some last minute sloppy work. I do hope i pass this...
-Chu Ping
Sunday, July 6, 2008
Rigging of the floursack(Late again)
-Yong Sen
Wednesday, July 2, 2008
Rigggining!!!
-Leslie-
Tuesday, July 1, 2008
The IN3D assignment submission....
Monday, June 30, 2008
The flowersack and the floursack. [ Bao Guang ]
With the completion of assignment 1 which is the city.
I suppose the flour sack is far more cuter than the city, at least it looks more like a proper shape. However the modelling for the sack was not different. But next comes the rigging and finally, the animation.
The rigging is hard but yet fun, some precision and steps are needed, and we need to understand them to be able to rig a character to enable quality animation.
Just to do a little thinking here, the article douglas shown us. Well i agree in their saying. Nevertheless game development is one of the most difficult areas to work in and it applies no matter which country you graduate from.
But however, those who play games are being categorized into a section of lazy bums who never put in effort in their work and thus could not even enter the game industry. On the other hand, i feel that gamers use their passion for games, to drive them to learn more about game programming and any other game development related tools they need to learn. And i do not think that all of them are playful and lazy. I would think that out of the entire gaming population who wants to enter the game industry, at least a 35% to 50% would want to learn whatever they need, no matter how tough, to reach their dreams.
What is above is just my 2 cents. :)
Sunday, June 29, 2008
Late again for Post
I agree with Kenny with the aspect of designing. Making a city wasnt exactly a piece of cake as I thought it was, and the sad part was I spend 2 weeks doing the city and it came out rather lousy. Also comparing mine to the others, mine is really really basic and bad. It is like Mr Douglas, looks fine but very very basic. I also feel that no matter how many long or how many tutorials and time I went through to make the city, I dont have the results that I expected it to be which is the sickining part. Well end to one of the chapters to the city and onwards to the flour sack and my Exia, hopefully by after this whole saga, I have skills that I can make anything look good in Maya.
Yong Sen
Wednesday, June 25, 2008
Reflections on Maya City(Kenny)
For myself, the hardest object to model in the city is the Car.
A reference image of a Porsche
My Maya Car
What a big difference. Of course modifications are done here and there but for something like this we are dealing with hours of work.
This assignment had set me to a different perspective when watching animation movies such as Ratatouille and Ice Age. I feel that there are so much to do just to make something look so real. Mr. Jonathan Chee mentioned that if you were a character artist in 3d and you can create a character and comparing with a real-life photo and they have no difference, the job is yours. I really feel that that doesn't take work from 6 weeks of classes would bring me to that level but at least there's a goal.
Time is never there for you in creating 3d objects. Example, you want to finish a building in 1 hr but ending up taking 2 hrs.
Well, off to next week work on the flour sack stuff.
___________________________________________________________________
Side track:
Nice links for textures there.
Hope you won't get BORED watching my animation Mr. Douglas
Friday, June 20, 2008
Textures (TCP)
http://www.lughertexture.com/
http://blender-archi.tuxfamily.org/Textures
Tuesday, June 3, 2008
Future Postin(YS)
Sunday, June 1, 2008
IN3D post... late(Jun Sian)
-Jun Sian-
Saturday, May 24, 2008
IN3D jounal (YS's edition)
But on the flip side, I still have the skills to do all the other things which I feel is very important to my future job next time (which I have no confidence in). Anyways, Maya is a rather neat tool, something like photoshop and it allows me to create something totally from scratch as long as I know how and what to do.(sadly havent reach that stage yet). Hopefully, by the end of this whole module, I will be at least able to finish my Exia, and hopefully get it to look at least like BanPresto robots (sadly not goin very well here)
I think my future is really bending towards the design side of games, so I better pick up more skills in order to make my worth in the design sector(however, my design is just as bad as my programming, so not much diff.T_T). With Maya, miracles in designing is very much possible but it is never easy to reach that kind of level where the work will be called professional. As we carry on until week 6, I have learn many things that will help me in the future and it is going to help me a lot with my models. However, I got a very very long long way before I am able to design without any problems and a even longer time to reach a professional level in my design. But I think it shall be possible for me because my interest in there( more like i prefer design than programmin :P) We have also learn that we can add scripting languages can be added in the design, so it should make our lives more easier when we do complex animation but still got a long way to go. But we got to start somewhere anyways, so here i come my beautiful city(havent made a building yet though :p)
Thursday, May 22, 2008
IN3D Journal(Yeu Wing)
The first task was to create a simple robot using polygon primitives. That was pretty easy because we only needed to manipulate the scale and world coordinates. Then came the second task, which required us to replicate a scene from the Maya textbook. This was a tough assignment from the beginning. Modeling rocks was... tough. Legoman was significantly easier. The image planes help a lot in the Legoman modeling. With the image planes, the size and the shape of the polygon is readily available for you, so there is no need for guesstimating.
The first assignment is to model a town. It'd be easy if it were just tall rectangular blocks, but this assignment requires modeling a REAL looking city. It sounds tough already. Thinking about all the buildings I've ever seen, it's gonna be tough to model mine after them.
In conclusion, I just wanna say that I think Maya is a fun program, and Mr. Douglas taught us some neat tricks
-Yeu Wing
Spam's Online Journal....(Leonard)
Well @ first, learning this subject was pretty much difficult, most of the things have to be learnt from scratch. Lots of stuff to be learnt such as smoothing the edges of polygons, extruding, and learn to make use of points like vertices, faces, edge curves and etc. So far, alot of things have been done such as making a robot, creating a scene, a cowhead as well as a LEGOman. All of this might seem easy but actually many procedures have to be done to make sure it looks just right only...The assignment is to make a city so i decided i might want to make use of my works as some sort of amusement park lol. Hopefully this can be made possible. =)
In my own opinion, I think IN3D is a really fun subject. Although the learning curve is pretty steep, with friends and Mr D. around, this subject is not that difficult to learn. As KW have pointed out, this subject really require alot of practice. Lab work is usually not enough so lots of practice and continuation have to be done @ my free time. A rock which seems easy to make is actually difficult to visualise in mind and even needs research to really make a nice rock... Tough work indeed for just one object.
There are alot of things more to be described on IN3D but I dun wanna be so long-winded lol. Michelle ur blog is so loooooonnggg.... Anyways back to the topic, I hope by continuing to study IN3D, i will be well equipped with modelling, animation as well as programming skills to enter the gaming industry. Good luck to everyone on making the city as well as animating LEGOman and flour sack. Looking forward to IN3D, Mr D.
-Leonard
In3D Reflection.(Eugene)
Firstly i would like to thank the school for giving me such a great opportunity to learn an interesting subject like 3D animation because, graphics are what makes the game successful nowadays and with the aid of this course, I can learn how to appreciate the art of animation.
At first when i started doing i thought 3D was easy, but after the second lab i found out that 3D isn't as easy as it seems on the big screens. Every frame and motion has to modified accordingly. and the hardest part of all is how real the animation would be like real life, people would not like to see an animation that does not even look like the real thing.
As far as i have been learning 3D things have not been going smoothly because there are some functions in Maya that I'm not very familiar with as i have not been practising it at home everyday, which is something that i would like to improve on in the near future.
With regards to this issue some of the work i do would take quite some time although i may be easy to complete.
As for the assignment is concerned, i would try my best to learn most of the functions in Maya and try to create a nice looking city for my assignment. thus is the biggest challenge i have encountered so far in In3D and i believe with will power i can overcome this hindrance and turn in a good assignment within my own standards.
Having said all those i would also like to thank my tutor Mr Douglas for guiding me through all the problems i have faced this far and thank him for his patience and i hope that he would be even friendly and i believe he will because he cares for his students and obviously want them to pass the subject well.
In3D has been a very entertaining subject because of its difficulty in creating an 3D object. It is a subject where i would put a lot of time and effort in but sometimes at the end of the day, the product would be rubbish. Having said that, after spending lots of time on modeling a 3D animation, you will always feel proud of your own project.
I will continue to work hard for this subject as it is a 4 CU subject :D
-Ang Yujian, Eugene
Journal!(Kuan Wei)
Also, I feel that being good in Maya is something very important. Maya is a high-end 3D computer graphics and 3D modeling software and is widely used in the film and TV industry as well as in computer and video games. Therefore Maya will definitely be useful as a game developer next time.
Over the past few weeks in IN3D, I have learnt a lot of things. From not even knowing how to rotate the model, to things like NURBS, extruding, smoothing and UVs. From modeling a simple robot to modeling a cute lego man! Wow, it seems I have come a long way. Nah, I am sure all these are just the basics of Maya. I feel that two of the most important things I have learnt so far would be extruding and image planes. Not sure how to explain why is extruding important, I am sure everyone knows why extruding is important deep down in their heart. With image planes, we are able to construct our models accurately based on an image instead of having to estimate everything. This would definitely help to speed up the time needed to construct something.
As for the assignment, I find modeling a city very interesting. On first glance, it might seem really easy compared to the seniors' project(model a character). But there are a lot of things to consider when modeling a city. The layout of the city, the design of the buildings, the perspective, the aesthetics etc. So many things to consider! Lets hope my city would turn out looking like a city.
One of the biggest problems I have is the lack of creativity as well as my inability to draw. I am not a creative person and I can't draw for nuts ): So it would be tough coming up with awesome designs for my building. Also, I think one of the biggest challenge would be to create something to look exactly like what I have in mind. I guess I will have to work on these aspects in order to be able to carve out a career in 3D Modeling.
Overall, I feel that the key to doing well in 3D Modeling would be to practise practise and practise!
Oh, and thank you Mr Douglas for teaching us so many neat tricks.
-Kuan Wei
YANMAYAYANMAYAMAYAYAN! (Wen Yan)
We learnt how to extrude, edit polygons in component mode where specific points can be edited and even on how to make realistic animations! So far, i have done a robot, a scene from the movie "Surf's UP" (i think), a cow, LEGOMAN and soon to be coming, a city! Dang i wanted to make my city link up with wy's but he dont wanna do it..
Personally, i think the hardest of all was the modelling for the rocks during the scene model as we had to edit point by point and still make it look like a rock! this task was by far the most challenging as its really difficult to model nature and make it look realistic. but i overcame it yahoo! i also picked up some shortcuts in MAYA that definitely make 3D modelling less frustrating as well as some cool features like the cloth~
with both modelling and programming skills, it certainly puts me up one rank above the rest woot! 3D modelling may be difficult but it sure it fun and i look forward to future lessons with Mr Douglas~
-yan
Wee You's online Journal !!
We had learnt a lot of different things so far in IN3D. Just last week, we learned how to create an image plane so as to assist us in our building our models. That was very interesting, and also convenient.
At first, I felt that I wasn’t learning anything much. However, when modelling the LegoMan, I realised that all the tools I used was the different things I learnt for the past few weeks (such as extruding, moving the vertexes). It made the legoman, which was more complex than the robot, much easier for me to model.
However, it is still a challenge to me to design a nice-looking city for the assignment. Nevertheless, I, and probably the rest of our class, would do our best in the city. Gogo IN3D!
Lego was fun!!! (Cheng Lai)
Journal 1 (part 1 & 2): Maya & Animation (MGSP-Michelle)
But wow I have been looking forward to this module! haha, animation rocks! Hopefully everything goes well and fun yea. Thanks all for helping!
Wow Kuan Wei gone far ahead of us already ahh..haha, being able to create a flour of sack...Mr Douglas once said we should be able to animate a flour sack(which is so cute and soft) , with an imaginary skeleton inside or something. Cool! ( And, who says a person over age of 20 cannot use the word 'Cool'? Mr Douglas.. you can.. )
Ok I feel weird blogging here. I hope this post is relevant..if not please feel free to delete it okay? :) Ok animation is so exciting and I enjoy watching Jimmy Neutron and also other cartoons and animation productions... as well as many other shows....Suppose and know that you all enjoy watching cartoons and 3D animation productions too...Wenyan..correct?? :P..
The way the many different amazing kinds of lovable characters there mimic real-life beings' mannerisms.... and how similar and close they are to us..., how they make us laugh etc.. They are even closer to us now that they are shows like CJ7 ( where the greenish creature mimics a dog) and Lao Fu Zi where real life people like Stephen Chow(my Idol) interact with a toy character.So if we observe human's actions now, I suppose it will help us animate in the future.. i think! So start observing each other now!
Part two (sorry I misread and thought we need to have two blog posts, haha so i typed this =X...just read it hahaha )
It's been so quick, time flies! One time we were just buying the Maya textbook...in a blink of an eye...we have to build a city! We also saw Mr Douglas' building of Temasek Polytechnic which we all agreed looked really awesome and realistc. Wow, how am I ever gonna be able to build something like that... However, as you all suggested, hopefully, through practice, online tutorials, research, and our valuable, Maya classes should be able to train us to be in this competitive industry. Forgive us if we are not able to catch up in class or make silly mistakes... Thanks for clearing our doubts...
Through IN3D lesson, we learnt that we are at the higher end in this industry as our course offers programming as well as design. People who know programming and design are much sought after. I have learnt that programming is very important as it can help us reduce time and edit/ shape things the way we want it to be. *worries* I better be able to to it and not just speak of it! No point worrying, Michelle! Get started! There is still hope!, i HOPe.
I hope this post has not been too negative so far. Okay, I am sure we all enjoy Maya to an extent. In a program, we can create many different kinds of things we want. It sure is interesting and useful. I agree with Taiyou's post alot, especially the last part where he mentioned about having the proficiency in Maya, we will be given future opportunities on our jobs and also benefit us in creating games for the world.
As what Leslie as mentioned about the plane images, it is useful as it helps us and lessen the hassle in having to estimate or try too hard to visualize everything. Even when we import plane images, we may come across the time when the objects looked distorted. In order to make it be in the correct shape, we should retype the sizes of the objects to it's respective width and length.
It is amazing how we can change and import the textures and colours into our objects and make it look like a skin of its own which we should ensure, must fit in. For example, the earth texture, is intially from a flat image, can be wrapped around a sphere, making it look like the globe of the Earth! This means, we can literally create almost anything we want! From an blue imaginary friend, to a furry cute little dog, to a lovely-looking tree outside that window we see!
Alrights, good luck everyone for your city & all your lovely Maya activities & your two journals up here that by Friday 23 May, 12pm, if I am not wrong..AHH~ ahhahaa. HAVE GREAT FUN & PASSION!! (Despite your frustration, if you last for 2 hours or more..!!)
-Michelle -
Maya... (Kenneth)
During the past few weeks of maya lessons, i have learnt about textures, extruding, UVs and some smoothing techniques. However, there are many difficulties that i faced along the way. Im sure most of us also encountered difficulties when learning maya especially when we are totally new to its features and such. By using the textbook, i am able to understand some of the features that is available to me in maya better, and am able to make my models more realistic.
In learning maya, i have added on my knowledge of designing and will definitely aid me in my future assignments.I believe that by trying and continue to work hard, i would be able to produce better results.
~Kenneth
MAYAMAYMAYAMAYAMAYAMAYA (Tai You)
After serveral lessons on MAYA, We learnt about using polygons, NURBS and the different variations of tools in MAYA to create many creative graphics. Programming languages such as python and MEL can also be used to improve the efficiency of work. In the industry today, many people are already proficient in using MAYA. However, a graphics made in MAYA can be done by using many different methods such as bevel, extrude and texturizing. In my opinion, one who can produce images in the most efficient and simplest method makes a good designer.
As a MAYA learner, i am sure that most of my classmates will also encounter difficulties in creating the graphics they want. The guidebook we were recommended to buy was quite helpful and also several websites i went to while searching for solutions. One of them is http://www.highend3d.com/maya. There are tutorials and tips which can aid us in our learning.
By continously learning MAYA, adding onto our knowledge and resources, it will definitely aid us in doing our assignment on the city. With the proficiency in MAYA, it will give us more future opportunities on our jobs and also benefit us in creating games for the world.
-Tai You
Wednesday, May 21, 2008
The Planes images (Leslie)
Still touching up on my legoman,arms are a little weird.
I feel that the image plane will proved particularly useful in doing my assignment of building the city as i will be able to construct buildings very fast using the technique.
After weeks of Maya, i have learnt that there are so many tips and tricks that i can pick up to speed up my work and so far these techniques have proved to be useful for me.
Hope to learn more about applying textures and colours to my models now to make them look more realistic.
--Leslie--
Tuesday, May 13, 2008
Making the cowhead, Not the whole cow...(Leonard)
Monday, May 12, 2008
City from Maya - Journal 1 (Kenny)
There are many things to take note on ways to make the city better on what we have learnt so far:
- NURBS vs Polygons
- Texturing
- Sketching/ Planning
About the sketching part, it is absolutely cool that a plan of a random part of the city Douglas drew and construct from there. I find this very useful. drawing is much part of planning rather than to think in the mind. References would be an advantage and so far, sights of inspiration comes from games and shows.
Surface textures from the net can be used but with proper credit to the source. Good luck c180 on city-making.
- Kenny
Sunday, May 11, 2008
Serious Douglas all the way~ (Leonard)
MAYA Days (Mock/Terrence)
The class started off with the robot creation, where I must create different shapes, joining them together to create a robot figure. It's the most simple task in Maya now, but during the 1st lesson, it seemed Hell to me.
From the lesson, I've learnt the difference between NURBS and polygon objects and which to use for certain situation. Also, it is important to use the X, Y, Z axis to move and rotate objects so that they won't move out of point. Lastly, I learnt the different shortcut keys to ease future creations.
The 1st lesson is very interesting, but the further lessons just got tougher and tougher, but I will try to do well. Yeah~
Moving on to the CowHead Creation. In this lesson, I have learnt how to extrude and the danger of extrusion. Extrude means to create a new face on the selected faces, so that we can use the new face to move, rotate or scale to create the CowHead. Another skill I've learnt is Bevelling and Smoothing, this makes rougher surfaces such as areas around the eyes and nose smoother and more realistic.
Extrusion is useful when different scales of faces needs to be created but at the same time connected to one another. (Eg. Face of Legoman on Week 5).
All the previous lessons on MAYA have help greatly for my city Assignment.
I've encountered many problems when working on MAYA and the recommended Book (Learning Autodesk MAYA 2008) and some websites(www.the-area.com, www.highend3d.com) have helped a lot in solving them.
With the proficiency in both MAYA and programming, it will definitely give me an upper hand in finding jobs in future.
-Mock/ Terrence
Wednesday, May 7, 2008
Update for blog(YS
Tuesday, May 6, 2008
"Cow Head"(Kenneth)
Haiz... Got to try working harder for this subject.
Post By Kenneth
(Leslie)
Nevertheless i felt that the techniques thought in class today was useful and especially techniques such as bevelling and extruding as well as using of curves to create a table in just a few simple steps.I feel that not compromising when you are doing a model would produce a better looking model as it will affect the quality of your work very greatly.
-Leslie-
Monday, May 5, 2008
Maya's tools(Bao Guang)
Even the efficiency is there, using it to make what you wanted is even harder. So there is really a need to master both techniques, and also how to use them to the maximum potential.
In order to do a good looking 3D model, I do think that the most important is to use tools to the best of their abilities to what you need.
Post By-Bao Guang
Sunday, May 4, 2008
finally done(YS)
Saturday, May 3, 2008
My thoughts on IN3D(Leslie)
Last week lesson when Mr.Douglas was trying to teach wee you and me how to use the nCloth stuff, it was so cool. And we were like wow,but when we tried to run the animation it was so hard to get our desire shape.Thus we decided to stick to polygon instead.
Seriously sometimes modelling is just so hard when u are trying to get a desire shape nevertheless i enjoy it can see the class is enjoying it too.HAHA..
Maya has hang for me yet that was close as ithink it happens to most of the ppl in class.
Short. Save your work.
--Leslie--
Drawing Versus Computer(Kenny)
Doing photoshop and maya, similar to edit and modify from simple shapes to create a certain object. However, many designers often draw or sculp their models out before starting on making them.
Wednesday, April 30, 2008
The much talked about scenes and rock that resulted in our demise(Zi Hao)
Yong Sen is trying to make a gundam model, so pro sia. Anyway, the pic is my rendition of the scene that we are supposed to create, I'd show a screenshot of the real thing, but blogger takes forever to upload pics. Anyway, my problem with Maya is abit different from everyone else, my main problem comes from the fact that my copy of Maya randomly crashes whenever I load another scene or do some stuff. It's rather screwed.
Zi Hao
Maya is a really big killer(YS)
Tuesday, April 29, 2008
3D animation(Chu Ping)
A 3d video showing incredible animation skills. The animator uses custom models from DOA and FF to animate the scenes. The whole video is about girls fighting though. Watch in awe =D
P.S. theres a dead fantasy 2 too.
Post By Chu Ping
2nd Week of IN3D(Kenneth)
Even a simple rock can take me like 5 to 10 mins... :(
Some of my rocks even went out of shape...
I agree with michelle that we should observe the different actions in real-life or event shows like cartoons or anime...Don't even think that animating an object is even easy..... It's difficult i can tell you....
Oh ya, we have all been granted access to the blog as authors... So everyone in the class should be able to contribute to the blog ^^
Kenneth
Journal 1(part1) : IN3D & Animation (MGSP-Michelle)
But wow I have been looking forward to this module! haha, animation rocks! Hopefully everything goes well and fun yea. Thanks all for helping!
Wow Kuan Wei gone far ahead of us already ahh..haha, being able to create a flour of sack...Mr Douglas once said we should be able to animate a flour sack(which is so cute and soft) , with an imaginary skeleton inside or something. Cool! ( And, who says a person over age of 20 cannot use the word 'Cool'? Mr Douglas.. you can.. )
Ok I feel weird blogging here. I hope this post is relevant..if not please feel free to delete it okay? :) Ok animation is so exciting and I enjoy watching Jimmy Neutron and also other cartoons and animation productions... as well as many other shows....Suppose and know that you all enjoy watching cartoons and 3D animation productions too...Wenyan..correct?? :P..
The way the many different amazing kinds of lovable characters there mimic real-life beings' mannerisms.... and how similar and close they are to us..., how they make us laugh etc.. They are even closer to us now that they are shows like CJ7 ( where the greenish creature mimics a dog) and Lao Fu Zi where real life people like Stephen Chow(my Idol) interact with a toy character.
So if we observe human's actions now, I suppose it will help us animate in the future.. i think! So start observing each other now! Cya
-Michelle
IN3D today as at 29 April(YS)
Yong sen
Mini- announcement(Wee You)
Wee You
Monday, April 28, 2008
New pic(YS
Today's lesson!(Wee You)
Today we had a rather interesting lesson in IN3d! We were supposed to model a scene with a house, fence, and with rocks in the background. Sounds simple, but it was so time-consuming! Most of the people in the class were stuck in the modelling of rocks.
The instruction was to "create a sphere and move it vertices so that it looks like a rock." Simple? Don't underestimate it! Most of our rocks had weird jagged edges that made the rock look like ... okay there's nothing to describe it LOL. Anyway, Mr. Douglas commented that Kuan Wei's rock looks like a flour sack! HAHA flour sack =D.
Moral of the story: Don't underestimate 3D modelling baby. It is such a pain!