Thursday, May 8, 2014

Final Project Documentation

Production Process

This animation uses the model of the snake I made for my midterm project. Basically, this snake was made using a cylinder, applying a couple of deformation tools to it, and sculpting the head and various aspects of the body using CV manipulation. For more detailed info about how the snake was modeled, please see the midterm project documentation at http://garrettimm211.blogspot.com/2014/03/midterm-documentation.html .
Finding the Frog

I began by searching for a model of a small animal for the snake to 'eat' -- I wanted to focus on the actual animation part of this final rather than taking the time to create another detailed model of an animal, so I decided to look for a free one online. Originally, I started by looking for models of mice and rats, but I couldn't find one that was done in a realistic style like my snake, so eventually I settled on a frog. After applying a couple shaders to certain parts of the frog, I had this model to work with:




Setting the Stage

My next step was to expand the environment my animation would be taking place on. Although I was planning to loop the snake's slither animation a few times and shoot it from different angles in order to save space, I still needed enough room to make it seem as though he was approaching the frog from a distance, and to make it appear that he and the frog were actually in a field and not a mysteriously floating patch of grass. To that end, I turned the one patch of grass I had into nine patches, and then surrounded this new larger patch of grass with patches that I had used CV manipulation on to create small hills on. The result looks like this:


After that, I created a sky dome -- half a sphere with a sky texture applied to it. The reason I left it as a half-sphere was so that I could still zoom out and see the entire landscape. It occurred to me just now that I could have just put it back to a full sphere after I was done creating and animating everything, but instead what I actually did was set the dome to jump to the right position whenever the camera changed angle. I was worried this would effect the lighting, which was unchanged from the midterm, but it seemed to look just fine. This is what the scene looks like with the sky dome:

Finally, I created grass on all the new patches of land using the paint effects grass tool. At first, I wasn't sure how to get the grass to be painted on the hills properly, but I soon discovered that clicking the patch of land with the hills I wanted to put grass on and then clicking the 'make paintable' button under the pain effects tools would allow me to paint the grass directly onto the hills. I kept the grass' visibility off until it was time to render, because the grass slows maya down, but here is what the scene looks like with all the grass turned on:



Animating the Snake

Getting the snake to slither in a way that looked natural was what I feared would be the most difficult aspect of this animation, but in fact it turned out to be incredibly simple. Luckily, this I actually discovered how to do without wasting a bunch of time trying more complicated, less effective methods beforehand. When I first dragged the snake farther back to put some distance between him and the frog, I had forgotten to parent the deformers to him and he turned back into a cylinder. As I moved him back into position, I realized that the way the body followed the deformer looked exactly like how a snake actually moves when it slithers (which can be seen in one of the links I put in the research for my midterm documentation.) So I parented the flare deformer to the snake so he would maintain his tapered shape, then slid him back to the beginning of the wave deformer, which remained the center of the scene. Every shot of the snake slithering is actually just the snake moving forward in a straight line along the wave deformer. The only tricky thing about this is that the head would frequently become out of line with the neck, so I had to go through the animation a couple frames at a time, popping the head back into place and then setting a keyframe for it. Here's a shot of the snake halfway through one loop of the slither animation:


Animating the Frog

The frog I had brought into the scene was not originally a maya model, nor was a NURBS model, and it had no sort of rigging, so my ability to manipulate and animate it was extremely limited. Thankfully, the animation I had planned did not require any movement on the frog's part anyway, but I still didn't want him to appear totally lifeless. I decided to make his throat swell up like a croaking frog's to put a bit of life into him -- I did not actually do any research for this part, I went off of memories I had from working at a pet store and having my own pet frog when I was younger. All I did was place a small dome inside of the frog's throat, made it the same texture as the frog's skin, and keyframed it to swell up and shrink back down using the scale tool at certain parts of the animation. It might not be the best looking solution, particularly when viewing the animation one frame at a time, but in the actual video it happens quickly enough to look passable. Here is what the frog looks like with its throat extended:



Camera Work and the Ending

Most of the rest of the production was simply creating the camera and then setting up the various shots. The snake slithering and frog croaking animations were repeated, so it was simply a matter of going into the animation graph editor, copying the key frames for given objects, and pasting them for the later shot, then putting the camera into a new position for that shot. Getting the timing down took a bit of trial and error though, and because of how many keyframes the head had it was not always easy to make sure I was copying the right ones and putting them in the right places, so I had to go back in the end and redo the head's positioning in certain frames.

For the ending, I didn't really have time to actually animate the snake unhinging its jaw and devouring the frog, so instead I had a shot of the snake raising its head up as it approached the frog -- this turned out to be a bit tricky to do, and involved using CV manipulation to rotate and move the front portion of the snake one segment at a time. Here is a shot of the snake with its head raised:

I then used Adobe Premiere to cut the animation to black, and then fade in to the frog gone and the snake slithering away, but now with a noticeable bulge in its stomach (that I created by scaling CVs,) which can be seen in this shot:



Finished Animation




Closing Thoughts

Overall, I'm pleased with how this animation turned out. I can tell its amateur work, and it's a pretty simple animation, but I think it still looks pretty decent. I was also rather proud of myself for sticking to a project that was actually doable -- I have had a bad habit in the past for other classes of coming up with projects that are simply far too ambitious and complicated to be completed, and so I'd always end up turning in something that would look like it had a lot of potential, but be largely unfinished. This time, I managed to remind myself not to go overboard, and so even though my animation might not be really over the top or super impressive, I actually submitted a finished product this time that I believe is still respectable.

 If I were to continue refining this animation, I'd probably remodel the snake's head and work on improving the snakeskin texture on both the head and body. I'd also see if I could make my own frog (or even change the frog to a mouse) that I could put more animation into, and then I could consider expanding the animation, like putting in a chase scene and actually showing the frog/mouse getting eaten. I'd also like to try putting a bit more into the environment, like grass and clouds that move, and perhaps some trees for additional scenery.

Final Project Proposal and Storyboard

Proposal

For my final project, I decided to animate the snake I modeled for my midterm project. I wanted the animation to be a short, simple sort of narrative, so I chose to animate the snake sneaking up on and then devouring a small animal.


Research and Storyboard

All of the research for this was already done for the midterm project, and can be found in the documentation for that project.

This storyboard was actually created after the animation, so it will be using shots from the animation itself.










Tuesday, April 15, 2014

Lowman Animation

For my lowman animation, I wanted to get lowman to do a pose from a game I'm fond of, Metal Gear Rising. When the katana-wielding protagonist finishes a battle, he wipes the blade clean in the crook of his left arm, then does a little flourish with it before sheathing it at his hip. The video clip linked below demonstrates this -- it should automatically start the video at the proper time, but in case it doesn't, skip the video ahead to the 46 second mark.

Raiden Blade Wipe

At first glance it might appear that the character is cutting his own arm, but he is actually sliding the dull side of the katana along his arm, not the edge.

Unfortunately this pose turned out to be much more difficult to achieve than I anticipated, and I was unable to complete the full pose. What I did complete is shown in the GIF below.



I found manipulating the rig to be confusing and time consuming: some of it was from me not being observant enough -- like not realizing that the footprints on the ground were used to position the feet -- but other things I simply could not find an easy way to manipulate. The arms and fingers were especially difficult. clicking the little colored lines on the lower arms and fingers wouldn't select the part of the rig that actually manipulates those joints, like one would expect, so I had to go into the outliner and find each of these joints. The controls for some of these were buried within layers upon layers upon layers of hierarchy in the outliner, and it was not immediately apparent which elements I was even looking for, so finding all those joints took a lot of time. On top of that, just manipulating the pose of the fingers involves adjusting 15 different joints -- 3 per finger -- and then setting keyframes for all of them.

I also had a great deal of trouble getting the katana to slide properly. I had it parented to the wrist originally, which worked fine for the first part of the pose, but for the second part I couldn't for the life of me get the arm to slide all the way to the right while holding the katana straight and steady. At best I got it to look like he was trying saw his own arm off, or play it like a fiddle. So, as I usually do when working with something I'm inexperienced with, I came up with a complex workaround. Someone more familiar with Maya could probably solve this issue quickly and easily, but I am not such a person, so I needed to get a little more creative.

After the katana comes to rest in the crook of lowman's arm, it turns invisible, and a second katana in the exact same position becomes visible at the same time. This second katana, however, is not parented to anything. I then set keyframes of the katana sliding exactly how I wanted, and then matched the arm up to the handle at various times and set keyframes for each of the arm joints at those times. After a bit of fine tuning, I finally got the first part of the pose to look reasonably accurate to the original. So, despite only being a few seconds of animation, this actually took me hours to do, and I didn't even have time to attempt the rest of the pose. The second half of the pose requires even more animation and precision, so I can only imagine how long it would have taken me to complete.

Tuesday, March 25, 2014

Midterm Documentation

Intro/Proposal

For my midterm project, I wanted to choose a model that would not only be within my ability to create, but that would also be within my ability to animate by the end of the semester. For those reasons, I decided to create a model of a snake -- not just a tube with a head on the end, but a realistic, lifelike snake.



Research

Numerous images were skimmed through for reference material, but here are links to a couple I found particularly useful: http://i.imgur.com/RBBauku.gif , http://deadfix.com/wp-content/uploads/2012/06/Snake-Head.jpg



Step 1

I began by creating an elongated cylinder.



Step 2
I then applied a nonlinear wave deformation to the cylinder to give it the curvy formation a snake's body typically has while it's slithering.



Step 3

Next, I manipulated the cylinder's CVs to raise a ridge along it's dorsal side, because on most snakes the spine creates a slight bulge along the top of the body.



Step 4
After that, I applied a nonlinear flare deformation, to make the snake's body thickest in the middle and thinner towards the ends.



Step 5
I then manipulated the CVs of one of the flat ends of the snake to taper it to a point, for the tail.



Step 6
To start on the head, I created a sphere and stretched it a bit. At this point, I also used CV manipulation to flatten the snake's belly, except for the neck, which I left slightly elevated.



Step 7
A great deal of CV manipulation was then used to sculpt the head out of the sphere. I had a lot of difficulty trying to get the head to look the way I wanted, but I feel the final shape is at least recognizable as a snake head.



Step 8
Eyes were then added to the head, which was then attached to the body.



Step 9
After creating a tongue out of a rectangle, some CV manipulating, and another wave deformation, textures were applied to it, the eyes, head, body, and underbelly.



Final Renders

For the final steps, I created a plane under the snake, added a grass texture to it, and then used the brush tool to add three-dimensional grass to it. I applied a slight bitmap effect to the scales to give them a little more texture, although the effect didn't seem to work on the head for some reason. Finally, I experimented with the lighting for a while, eventually setting on an ambient light, an area light, and a directional light to achieve the light levels I desired. Renders of the finished scene are show below.



Monday, February 24, 2014

Candlestick (Curve Tool Practice)

This candlestick was created using the curve tool and the revolve function. The base, bottom swell, bottom ring, main body, top ring, candle holder, candle, and wick, were created by revolving curves. I had difficulty trying to create surfaces using other functions with the curves. Extrude, for example, would always say it required two curves to be used, and when it was used successfully it would create a big, flat, mess. I could not recall how to create planes that follow the curves, as was demonstrated in class, and searching google was a fruitless endeavor. That is why I chose a round shape, which could be completed with the revolve function.

Friday, February 14, 2014

Medieval Mace Model Using NURBS Primitives

This model is supposed to resemble a medieval spiked mace. The head was created using a sphere, than manipulating various CVs to pull the spikes out from it. The handle is made of a long cylinder, with CVs near the top extruded for decoration. A reinforcement brace near the top of the shaft is made using another cylinder with a torus at the top and bottom. The grip was made using one last cylinder, with the indentations created by manipulating CVs.





Basic Abstract Model Using NURBS Primitives

This model isn't supposed to look like anything, it's simply the result of me creating shapes in Maya, changing some of their parameters, and then putting them together.