Animation– Evaluation Jay Smith S0045090 Intro For this project we first looked at what animation is all about, and look at all the different types of animation such as stop motion animation, CGI animation and many more. Then from that we took these skills that we had learnt and applied then to a test that we did. Then from that moment on we then had to design and produce short animation using the skills we had learned over the class sections. Originally myself, mike and liz were working together to make a final animation piece, we had the idea of combining pixal animation with real time footage and add effects using After Effects. But as we dint really have a story board to follow when editing the footage. So there for this is were the downfall was we was really free stylizing what we gad and adding effects to it, and even if we really did have a final piece the whole animation wouldn’t make sense. So therefore I dint r eally have time to come up with a whole new animation in the last couple of days before the deadline. And even though if I did make a whole new animation, it wouldn’t be that great as it would have been rushed. So therefore I have handed in my 3D animation project. The main concept for my own animation is that I wanted to have something to with action, it was the genre “action” that I wanted to focus souly on, and somehow relating it with zombies. I mean when I say zombies something that a child could watch without it being too scary to watch. To start of this animation I first had to think of how my characters would look like in their shape form. My first antioanal idea that I came up with is that I wanted to have the characters as simple as they can be. Even though the form and shape of the character looks allot like a lego person, I dint even think of that until I actually finished modelling it. As you can clearly see it is very basic with a cube head, cube body that I extended and reformed two spheres on either side of the body which are to be portrayed as the shoulder joints, and then finally the arms that were originally cubes that I remodelled and created fingers. The steps that I performed to model this character is first placing a simple cube and just adding a “hyperNURBS” the hyperNURBS object uses an algorithm to subdivide and round the object interactively, which the then i added the cube to it. i used the same technique for the cube as the body, but as you can see for the legs all that was that made the cube “editable” so from that point I could
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change how the cube would look like, so I selected the “Polygon tool” so then I could actually select the
which polygons that I wanted to edit, then I simply used the extrude tool so that gave the crotch effect.
Now with the modelling set a side, I then went on to create the faces for the characters, the process
that I went through to create the faces were through Photoshop. What I did was just simply created a
new pallet, any size, then from that I just used the paint bucket tool selected the lime green colour,
painted the background in the lime green. As for the eyes you can clearly see that it is and oval
shape within that another oval shape, this was done by a brush effect that I downloaded from the site
Brushezzy, and so just applied that as for the eyes, as for the mouth I used the rectangle tool to form
the shape of the mouth, then applied the same technique for the teeth. As for the human I used exactlythe same method, but for the eyes I drew them out with the brush tool, and then used the paint tool to
colour out the gaps.
One both of the faces were done for the zombie and the human, I then loaded the textures into
Cinema 4D. Once I had loaded the texture loaded into C4D that I had created in Photoshop I then had
to apply it to the model that I had previously made. To apply the texture I first had to select the head
of the model, and then use the polygon tool so then could select the polygons that I wanted the texture
to appear on, to select more than one polygon I had to hold down the “shift key” and that would allow
me to high light more polygons. Then once I selected the polygons I wanted I then just dragged the
finally the variation. Then to get the texture of the grass I had to edit the way that the texture looked,
once I had the texture looking like grass I then had to texture the cube in brown to give it the mud look.
The way that I made the models move or have some sort of motion was very simple, step one was to
be one frame 0 select the model and place then I placed the model were wanted it to start walking
from then by pressing the “key frame” button it allowed me to start my motion from that point and the
on the timeline selecting 90 then pressing the “key frame” button again that would give me the end of
the motion. That was just the basic moving from one point to another I then had to make the modelmove from left to right and side to side, it is pretty much the same technique I used the model to move
from one point to another, but for this one yet again starting at frame 0, then going to frame 15 then
changing the rotation by selecting the “rotate tool” which will change the “H axis” which then allows
you model to be rotated, then key framing that, then going to frame 30, rotating the opposite way
key framing that and repeating that process till I was at the end of the motion.
I then did the same technique for the “B axis” then once all of the walking cycle was done I had myself
a walking model, so in every motion I did in this animation I primarily stuck to this technique.