Categories
4.1 Project 1 (George - Previs) Uncategorised

Week 02 – Idea Developments

IDEA 01

My initial concept was to produce a kitten-themed animation series, for which I intended to develop my own concepts

and model of a kitten. And for this week I’ve been working on the cat modeling and shading/texturing and started to rig

the cat.

Cat Model
Wireframe

Final Render

Still Image01
Still Image 02

Cat Rigging

Skeleton
Controls
Skinning

IDEA 02

Synopsis:

The witch has discovered the recipe for a fire potion that could give her the power to control flames. The witchhesitates before taking the potion, as she is afraid that the potion will harm her. At this point, the witch caught sight of the little lizard watching her curiously on the tree, and then she forcibly dragged the lizard from the tree by use of witchcraft and forced him to take the potion. However, it draws fire against herself in the end.

Production Type:

The genre will be action/magic with a fantasy flair. The film will be a piece that viewers of any age will enjoy, as it will incorporate some educational ideas into its design.

Audience:

The target audience of this film is those who like fantasy and magical genres, especially children and teenagers in the age group of 5–20 years old. Selfishness is common during adolescence, which is a time when teens care a lot about how their worldviews and values are changing. Although selfish behavior is normal for adolescents, persistent selfishness can hinder healthy relationships and have other negative effects before adolescence. Therefore, I hope that such a 3D animated short film can inspire the growth of teenagers.

Outcome & Aims:

These days, with people’s efforts to prove that animation is a serious art form, animators are apt to confuse the solemn with the sincere, ignore the healing power of laughter. The goal is to express the profound educational idea of “not imposing on others” through a humorous short animation art form.

IDEA 03

Ghosts Design:

Categories
Collaborative Uncategorised

Week 01 – Unit Introduction & Assignment Details

in the first week, I reviewed the brief, met some students from different majors, and presented my previous work in an

effort to discover a few members who could work together and contribute in their field. Fortunately, I met a student

from the VFX course who had a strong command of UE4, and we decided to collaborate.

Our primary concept is to combine the traditional 3D animation software maya for creating the modelling, rigging, and

animating, with UE4 for rendering the final image. UE4 includes a very powerful real-time rendering system that can

render and show an assortment of rendering impacts, including realistic rendering, stylized rendering, and 2D

rendering style, etc.

In furthermore, I also met three students from the same course (3d computer animation), and we all agreed to

collaborate and produce an animated short film as our final project for this unit.

Categories
Design for Animation Uncategorised

Week 09 – References Research

History of Computer Character Animation Motion Capture:

1980-1983: Simon Fraser University — Goniometers

Around the same time, biomechanics labs began to employ computers to examine human motion. These research began to influence the computer graphics community with their techniques and apparatus. Tom Calvert, a professor of kinesiology and computer science at Simon Fraser University, connected potentiometers to a body in the early 1980s and utilised the output to control computer-animated figures for choreographic research and clinical evaluation of movement problems. To monitor knee flexion, for instance, they attached a type of exoskeleton to each leg and positioned a potentiometer next to each knee so that it would bend in tandem with the knee. The analogue output was then converted to digital and sent to the computer animation system. Their animation method employed motion capture equipment in conjunction with Labanotation and kinematic requirements to precisely define character motion.

1988: deGraf/Wahrman — Mike the Talking Head

In 1988, deGraf/Wahrman created “Mike the Talking Head” for Silicon Graphics to demonstrate the 4D machines’ real-time capabilities. Mike was operated with a custom-built controller that allowed a single puppeteer to manipulate the lips, eyes, expression, and head position of the character’s face. The Silicon Graphics chip allowed real-time interpolation between the performer-controlled facial emotions and head geometry. Mike was performed live at the SIGGRAPH film and video exhibition of that year. The live performance indicated conclusively that the technology was ready for use in production contexts.

1989: Kleiser-Walczak — Dozo

Kleiser-Walczak created Dozo, a non-real-time computer animation of a lady singing and dancing in front of a microphone for a music video, in 1989. They opted to employ motion capture techniques to achieve authentic human movements. On the basis of Kleiser’s motion capture experiments at Digital Productions and Omnibus (two now-defunct computer animation production companies), they selected an optically-based solution from Motion Analysis that used multiple cameras to triangulate the images of small reflective tape pieces placed on the body. The output is the three-dimensional trajectory of each reflector in space. As discussed previously, one of the issues with this type of system is the difficulty in monitoring spots that are obscured from the cameras. This was a very time-consuming post-process for Dozo. Fortunately, some modern systems are beginning to perform this in software, greatly accelerating motion capture.

1992: Brad deGraf — Alive!

After the success of deGraf/Mike Wahrman’s the Talking Head, Brad deGraf continued to work on his own, creating a real-time animation system today known as Alive! For one Alive! character, deGraf created a customised hand gadget with five plungers that were operated by the puppeteer’s fingers. The gadget was used to control the face expressions of a computer-generated, pleasant, talking spacecraft, which advertised its “parent” firm at trade exhibitions in a manner similar to Mario.

Today: Many players using commercial systems

Ascension, Polhemus, SuperFluo, and others have launched commercial motion tracking systems for computer animation during the past few years. In addition, animation software companies, such as SoftImage, have included these methods into their products, so offering “off-the-shelf” performance animation systems. Despite the fact that numerous issues have to be resolved in the field of human motion capture, the technique is now firmly established as a viable choice for computer animation production. Undoubtedly, as the technology advances, motion capture will become one of the animator’s fundamental tools.

Categories
Design for Animation Uncategorised

Week 05 – Documentary (neighbors)

Norman McLeren directed “Neighbors” in 1952. This video was political in nature, and the major idea of the film is disclosed at the conclusion in a few languages and proclaimed as “Love your neighbour,” most notably in Arabic, my home language. At the start of the film, the audience sees two similar residences, two identical seats, and two guys dressed nearly identically who are reading newspapers. In this manner, the author demonstrated that all humans are fairly similar in that they need a place to live, clothes, and amusement.