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Tag archive for ‘3D’

3D Fundamentals - W4 Recap

This was an animation week centered on making a non-deforming object hierarchy and rig suitable for forward and inverse kinematic manipulation.
Wednesday:
The key topics here were:
Setting up a suitable hierarchy of body parts for IK/FK animation
Placing those body parts' axes in the correct positions for suitable rotation
a) We began by making a simple 'robotic' character out [...]

Refraction Values

Refraction index numbers can be used in the transparency section of material properties to simulate glass, water etc. Note that sometimes you need to deviate if the refraction looks wrong.
Sorry the image is hard to read, it's a capture of a scan of a scan.

Storyboarding

OK, what should your storyboard look like? Storyboards are very personal, and differ massively from the detailed character studies in the Matrix to the stick figures used by many.
Here are some options of what you could include, however as a general guide, think the following: If your storyboard carries enough information for you to trust [...]

Gallardo Animation

The simple example deconstructed in class to learn about primary animation tools in Cinema 4D.
The animation consists of:
X+Z motion
Car body roll
Wheel rotation
Wheel steering
Camera motion and focal length (zoom)
Using the following tools to animate:
Keyframes
F-curve adjustment
Animation on a spline (Align to spline tag)
Targets (Target tag)
The car is not mine, it is a very nice low polygon model [...]

3D Fundamentals - W3 Class recap

Another busy week, and very much centered around animation.
On Wednesday we took the previous weeks' simple head model and set it up for animation (rigging):
Eye setup using target constraints (target tag)
Face expressions setup using posemixer (blend shapes)
We also took a tour of the main tools, windows and managers used in CG animation in C4D [...]

3D Fundamentals - Class recap

Well, after a delayed start we've got moving on Module 2 and covered quite a lot.
On Wednesday we looked at the current main methods of modelling in 3D -
1. Parametric / primitive modelling.
2. Polygonal modelling
3. Spline / NURBS
(4.) Subdivision  surfaces / HyperNurbs
We then took a look at some of the options we have in Cinema [...]

Book Review: ‘The Complete Animation Course’

The Complete Animation Course
The Principles, Practice and Techniques of Successful Animation
Another excellent and reasonably focused book from Thames and Hudson. OK, it's hardly a ‘complete animation course’, but it’s certainly a superb primer on most of the main areas and techniques associated with animation, old and new. Everything from character development, through stop frame, cel [...]