Final portal submission with Audio
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oozey mess
we're not kids anymore.

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Love Begins
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Not today Justin
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@gretaanimation
Final portal submission with Audio
3D segment of portal assignment
2D segment for the Portal assignment
Life drawing from across the weeks that I submitted to my formative assessment.
Life drawing completed last Thursday, was proud of the perspective I did in these.
With the bug (formative) modelled, it was time for rigging, but as the bug models are being checked and graded, we were provided a perfectly modelled model to rig, the crash test dummy. Using the rigging mode on Maya, I began adding joints and bones to the model, creating a basic skeleton the begin the rigging process. Naming it all accordingly.
With the skeleton and joints made, I then started on the controllers (what would actually move the skeleton). Using the curve tool to create shapes for the controllers, then colouring each of them according to position on the body and left or right. As well as sizing and naming appropriately.
*The model with full skeleton, joints, and controllers.*
With the skeleton and controllers made, it was time to actually join them to each other and make them functional. I began with the legs, using the rigging mode to join joints together using IK handles, and parenting the minor joints to the major controllers. The knee targets connecting using Pole Vector Constraints.
It was a similar process for the spinal segment of the rigging. Including a lot of parenting the minor controls to major ones (as well as their corresponding joints).
I began the left arm FK, adding attributes to allow the fingers to curve, and using the Animation mode to set a driven key to add restraints to how the fingers were allowed to move.
It was a similar process for the right arm, except I did it IK. This meant the process was the same as the leg, with the mix of added attributes and yet again the driven key for allowing the fingers to bend.
*Fully rigged model*
For this task, we were told to animate a lamp jumping forwards a step. I used both anticipation as well as overshoot, giving the lamp a more 'alive' feel to it. As usual with 3D, I used the keyframes feature, positioning the lamp in its key poses and allowing the software to fill in the gaps, before editing them to my liking.
This Morph principle task was to turn a circle into a cube. I yet again made a simple guide, a circle as a start-point and a cube as the end. I then began to fill in the in-between frames, tweaking them in places to make the circle appear as if it was turning around into a cube. I then did the same in reverse for the cube turning back into a circle.
This task was a warm up into the 'Morph' principle, in which we had to morph the letter A into the letter Z. I made a basic guide of the start, middle, and end points of my animation, then simply filled in the in-betweens.
This task was a step up from the tail wagging animation task. A task to make a flag waving on a pole. For this I followed similar steps to the tail, in which I followed the wave before anchoring it to a point (and editing the frames to attach it accordingly).
We were tasked with making a tail animation following the wave principle. I made a point for the tail to join to, then followed the curve of a wave in making it wag back and forth.
After our ball bounce, we were then tasked with making one with an added tail following after it. To accomplish this I first drew guides to show where the ball and tail individually would go throughout the animation, as well as adding timing lines.
We were tasked with animating two different ball bounces, a regular ball and a heavy ball. To display the different masses in my animations, I played around with the squash and stretch of each ball and how far they bounced after each ground contact was made.
We were tasked with animating a ball travelling across the screen, first at even intervals, then utilising the 'Ease-in-Ease-out' principle of animation. My results are shown here.
Using a rig called 'squishy', I used what I learnt making the ball bounce and applied the same technique to this jump, then, using the rotate tool on the tail rig, I had the tail follow an arcing motion to simulate the movement of an animal's tail during a jump. Also utilising keyframes.
3D animated ball bounce, utilising squash and stretch, as well as keyframes.
I made a Maya Project file to begin my modelling.
I followed the provided tutorials, using smoothed cubes and combining to create a torso, legs and feet.
I selected half and deleted it, then made an arm from a cylinder.
Using a cube and six sided cylinder, I made the palm and the beginning of the fingers, I also combined the torso, arm, and leg and named the other components.
Using cylinders and the sizing tool, I made 3 fingers and a thumb and combined and connected them to the palm and the hand to the arm, named accordingly.
Using a smoothed cube, I made the head, using extrusion to make the crater for the eye, and the rim around it, before chopping it in half (to later mirror).
Started off with a shortened cylinder, used a Bezier curve to form the shape of the horn.
Used an edited smoothed cube to form the basic shape of the ear, before combining and connecting it to the head. As well as naming previous components.
Using the mirror tool, I mirrored the head, horn, and ears and combined it all together (named accordingly).
Using a smoothed cube, I formed an eyeball, duplicated it, and named them both.
I modelled a sword using 2 cubes, a smoothed cube, and a cylinder, as well as a bag. I then UV mapped all of these components, using photoshop for the bug's design.
UV mapped bug.
Bug skin png file.
I used a circle to make a floor, added lights and a camera, used a circle and mapped said camera onto it, and set it to 24 frames. I then rendered it using Arnold. Everything named accordingly.
Final rendered Bug video - Formative Assessment.