During my time of learning how to use 3d modelling I have really surprised myself how much I could learn and gain in not a long space of time. During the first part of my learning experience I found learning how to use the tools and effects in 3d max really interesting. When doing my first 3 models I found this part challenging as I had never used this software before using so many tools and effects was difficult but after learning and looking more in depth I found the effects fun and easy to use. Once I had finished my 3 models I then begun my animation part, As I had done animation before using key frame editing was easier for me to do. For my animation I did keep it simple which is where I feel I could have done better. By adding in camera targets could have made my animation that bit more exciting and fun to watch whereas keeping it set on one area, this is something I have definitely learnt and will take on board when using 3d studio max again. I also found myself not using as many tools as I didn’t want to over crowd the animation and take away the key interesting points. Overall during this module I would say I have definitely learnt a lot and will be able to now go on and develop the skills I have used to use in the final year.
3D Modelling and Animation
Tuesday, 1 May 2012
During my time of learning how to use 3d modelling I have really surprised myself how much I could learn and gain in not a long space of time. During the first part of my learning experience I found learning how to use the tools and effects in 3d max really interesting. When doing my first 3 models I found this part challenging as I had never used this software before using so many tools and effects was difficult but after learning and looking more in depth I found the effects fun and easy to use. Once I had finished my 3 models I then begun my animation part, As I had done animation before using key frame editing was easier for me to do. For my animation I did keep it simple which is where I feel I could have done better. By adding in camera targets could have made my animation that bit more exciting and fun to watch whereas keeping it set on one area, this is something I have definitely learnt and will take on board when using 3d studio max again. I also found myself not using as many tools as I didn’t want to over crowd the animation and take away the key interesting points. Overall during this module I would say I have definitely learnt a lot and will be able to now go on and develop the skills I have used to use in the final year.
Animation final step
For my last steps of my animation i decided to keep my animation simple using auto key to animate. My animation is based around the failure of the Ariel screw launch this allowed me to use the auto key to change each position on each frame. During my animation you see the Ariel screw begin to spin slowly as it then begins to pick up its pace and eventually take off before it slowly comes back down to the platform again.
Tuesday, 17 April 2012
Animation Step 1
For my first part of my animation it will be focusing on the attempt of the aerial screw to leave the platform. I will firstly start by rotating my aerial screw slowly with 10 second intervals between steps, when i will then speed it up to 7 then 5 second intervals to get the spin of the Ariel screw to go faster. I will then begin to raise my Ariel screw at its attempt to lift off which i have so far got to. Below you can see my time line on how I’ve gained my movement.
Tuesday, 13 March 2012
Biped and Physique Modifier
For the biped & physique modifier i first off created my biped man which i then changed the bones,toes etc. I then positioned my biped man where i then created footsteps for him to follow.
Morpher
For this exercise i used the morpher in 3D Max. I firstly imported the head into 3D Max then cloned this 3 times, my first mistake i make was cloning the head using the instance option rather then copy which i noticed when editing my first head. After i copied 3 extra heads i then converted each in to and editable poly which then allowed me to edit each other the heads. i created 3 different expressions one being a mouth open another raised eyebrows and finally eyes closed. I then used to morpher tool adding all three expressions heads in the channels option. This allowed my first imported head to have all three expresions on one model. I also turnt on turbo smooth to give a more smoother effect of the model head.
I then brought in the animation side of things, i switched on auto key and then chagned to the expression numbers at different parts of the time line. Once i done that i was then able to if i needed to go in to the curve editor which would allow me to edit each expression.
I then brought in the animation side of things, i switched on auto key and then chagned to the expression numbers at different parts of the time line. Once i done that i was then able to if i needed to go in to the curve editor which would allow me to edit each expression.
Tuesday, 6 March 2012
Dope sheet
For next part of this exercises i worked on the dope sheet side to animating. I copied over my sphere to give myself 3 different bouncy balls to create. this is where i then began to use my dope sheet by rearranging and changing the length of time allowed me to create my bouncing ball sequence
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