Contents:
Projects:1 | 2 | 3 | 4
Exercises: 1 | 2 | 3 | 4 | 5 | 6 | 9 | 10 | 11 | 13 | 14
|
Project 4 December 12, 2019 Project 4: Choose your own adventure: In this project, I was tasked with pursuing an as of yet unexplored area relevant to the class or explore more deeply one of the topics we had covered in class. Naturally, I bit off more than I could chew, but ultimately learned a lot about what not to do in Maya. My expressed goal was to animate two humanoid models within a humorous vignette in the style of a Buster Keaton or Charlie Chaplin film. I began by modeling and rigging my own "blockman" robotic characters, one apparently adult and one a small child. In this part of the task, I was successful. The characters are simple but capable and relatively easy to pose. One goal that I struggled with for a long time was the use of physics simulation to help create some interactivity for the characters. Getting the simulated objects to behave in a predictable fashion absorbed too many hours of my time in the long run and ultimately I had to abandon the use of this idea. Even getting a simple cube to collide and then move with a rotating conveyor belt proved beyond my ability. I tried using each of the simulation plugins I could get my hands on, but still I failed in this task. Ultimately, the only bit of simulation that ended up making it into the final product is a few puffs of Bifrost Aero-generated smoke. Because I was doing so poorly at simulating, I decided to at least make the project look as nice as possible. I had modeled and rigged my own characters and complex, animated environment for them to play in. I chose to use Arnold as the renderer and used a lot of lighting to add more atmosphere to the scene. I really enjoyed how clean the non-textured shaders look, almost like the facility is mostly made of plastic toy material.
Ultimately, I'm disappointed in my product, but proud that I began with no external assets and created a full, if simple, scene with rigged characters, complex motion, and lighting, plus I had to get creative with some expressions and weighted constraints in order to make the grabber arm work convincingly. I sank so much time into the failed physics simulations that I didn't leave much for rendering... Turns out, 10+ hours isn't enough! I was only able to render out about 7 seconds of the project by the deadline. I do really like the appearance of the scene, but I wish I had succeeded in the simulation.
Link to Maya Binary
|
|
Exercise 14 November 11, 2019 Project 3: Bringing a Unicycle to Life In this project, I was tasked with rigging and animating a model of a unicycle.
Thumbnail: Rigging: I added a Bend Deformer to the SeatAndBars portion of the model, so that I could easily keyframe any bending the upright section needed to do. An Aim Constraint was used on the seat to provide a point of focus for the "head". The wheel was given a control curve. The full model was given two control curves-- one for translation and Y-rotation, and one for Z-rotation only. I also created a single control curve that controlled the attributes for Squash/Stretch and Bend. I relied on expressions for a few control links, but in some cases I could have used set-driven keys instead. For example, instead of using a single driver to control both a squash and stretch key, I used an expression to make that attribute proportional to stretch and inversely proportional to the squash. The biggest time saver was the expression that controls the wheel rotation as a function of the value of the model's position along its motion path constraint. Animation: As mentioned previously, the model squashes and stretches as it leaps over an obstacle, and follows an arc as it does so. The upright section bends to variously provide a bit of followthrough or anticipation. As the unicycle rolls or leaps, the pedals are moving, and the seat seems to look around to provide interesting secondary action.
Video Download (h.264) |
|
Project 2 October 21, 2019 Task: Recreate a picture as accurately as possible using models, shaders, textures, and lighting.
The source image:
My recreation:
|
|
Exercise 10 October 9, 2019 Task: Use lessons learned in shading, lighting, and rendering to make the model from Project 1 look as great as possible.
The result: One area I'm not satisfied with is the bump mapping. I was able to achieve a generally bumpy surface, but the original model has intentional folds and creases in areas that seem to make sense for a large, articulated animal. With more time, I think I could play with the UV layout in Photoshop to generate an accurate bump map. Finally, when it came time to render, I gave my floor some interesting texture but left it highly reflective because I found those reflections interesting. I enabled Depth of Field in Arnold and fine-tuned it in order to help sell the small size of the model. Some of the background blur was unsatisfactory so I raised the camera sampling numbers until I found a medium ground between quality and render time. I would have likely added motion blur in as well since the camera orbits quickly, but this increased render time greatly and conflicted with the goal of showing the model clearly. |
|
Project 1 September 25, 2019
Problem: Use poly and/or NURBS modeling to create an acurate model.
Process: I began with a cube and my photographs as image plane guides. Mostly by inserting edge loops and extruding, the model begins to take shape. I constantly checked the various orthographic views to insure I was making the model as accurate as possible.
To create the mouth, I extruded a couple of times to create a "border" section that would become the lips. The interior faces of the mouth were then deleted and the hole was filled by using Targeted Weld to bring all the vertices around the hole to a single point. This seemed to accurately reflect the mouth of the toy pretty well, and allowed me to add more edge loops when I decided to refine the look of this area further. I'm happy with how this part ended up.
Result:
Some not-so-good things: I think the face needs more detail to appear accurate to the original. Also, the feet and lower legs are oversimplified and not particularly faithful to the model. Bonus photos:
Next project, I think I will focus on actually modeling instead of taking the model on a trip. |
|
Exercise 2 September 2, 2019
Problem: Animate a solar system, given a number of planets and moons. Vary the rotation and revolution speeds and use a variety of primitives. Keep the scene clean. |
![]() .AVI link Here are our eight planets and a few moons orbiting a sun. There are a variety of primitives rotating around their own axes as well as revolving around the Sun. In order to make more obvious the y-rotation of some objects (such as a cylinder), the objects have been rotated along their x- or z-axis. When parenting moons directly to these rotated objects, the moons would inherit this axial rotation, causing them to revolve outside the original plane. Since the assignment did not specify whether or not all objects should remain in the same plane, I suppose it may have been fine to leave them this way. However, I thought it would be an interesting exercise to see if I could figure out how to get them back. The simplest solution seems to be parenting the moon to a planet's rotation group (as seen in the hypergraph below) instead of to the parent itself. This does however remove the addition planet's rotation y-axis rotation from the movement of the moon. If this motion were necessary to incorporate, I think I would try adding another group for the planet's y-axis rotation that both the planet and moon are parented to. The x- or y-axis rotation could then be applied directly to the planet without affecting the moon. |
.mb Maya scene link
|