3D Animation: Final Animation
This is my final animation - it shows the 3D version of my characterâs alter-ego, where it performs a simple ball throw animation, which makes use of two principles of animation, anticipation and arcs.
ojovivo
todays bird
dirt enthusiast
d e v o n

tannertan36

Origami Around
Keni
Claire Keane
macklin celebrini has autism
Jules of Nature
Cosimo Galluzzi
he wasn't even looking at me and he found me
will byers stan first human second

if i look back, i am lost
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blake kathryn
RMH

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pixel skylines

seen from United States
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seen from United States

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@raimon-ap
3D Animation: Final Animation
This is my final animation - it shows the 3D version of my characterâs alter-ego, where it performs a simple ball throw animation, which makes use of two principles of animation, anticipation and arcs.
3D Animation: Animating
I looked at the 12 principles of animation and decided that I would go for anticipation - I would show this by making a âball throwâ animation where the character would prepare for the action and build up energy before releasing the ball.
While animating my character, I also noticed that my animation shows another principle of animation, which would be arcs - as seen in the image, the throw creates an arc.
3D Animation: Lighting
I played around with the lighting settings to get the correct amount of brightness and warmth and decided that I would go for a warmer colour instead of a cooler colour.
Along with the addition of lighting, I also added a camera to get the correct angle I want for when I start animating my model.
3D Animation: Texturing
I wanted to use the same textures that I used for my concept art, but I ended up only using some of them because they looked really distorted when I applied them to my model, which is why I looked online for more textures that would work with the colour scheme of my character, so as I did with my concept art, I looked for metallic textures and edited them in Photoshop to change the colour/darkness/hue/saturation/etc.Â
I tried using different textures to see which ones would work in which areas and to see if I needed to make any changes to the UV maps of that area. In some areas, I did not need to flatten the mapping because they looked good with the default/messy layout of the maps. But for the areas that didnât look good with the untouched UV map layout, I had to flatten the mapping and move the polygons to get the correct texture I wanted.
3D Animation: Rigging
To rig my character, I used the biped rig that 3ds Max already had ready, but I made some changes to the bipedâs structure to suit my model better, such as reducing the spine links to 1, reducing the number of fingers to 4, number of toes to 1 and so on.
I connected the rig to my model by using the link tool to connect the correct parts to each other. After linking everything to the biped, I tested the model and the rig to see if there were any errors that I should fix later on.
3D Animation: Texturing Practice
During our lectures, we were also taught how to adds textures to our models and as a practice, we were asked to create a simple building and then texture it.
I did this by adding the âUnwrap UVWâ modifier and once in the UV editor, I selected the mapping tab and then âFlatten Mapping...â while the polygons are highlighted. I then exported the UV map into Photoshop, which is where I added the textures to the map and imported that map back into 3ds Max where I applied the texture unto the model.
3D Animation - Hard Surface Modelling
I started to create the 3D model of my character using 3ds Max and I did this by hard surface modelling, so I used shapes to create my model. At first, I tried to create my model by using planes, which is what is normally used for organic modelling, but I found it difficult to get the look I wanted for my character. I was told to use shapes and do some hard surface modelling instead since my character was a robot and this method would make it easier and get the look I wanted for my character.
3D Animation: Final Concept Art
After learning the basics of 3ds Max and how to navigate the software, I continued working on my character. I finished the sketch I drew a few weeks back and applied some of the techniques that our lecturer taught us, mainly photobashing and overpainting.
I traced over my sketch and added more solid lines, as well as more detail on some areas and making a few changes in some parts of the character that were not in the sketch.
3D Animation: 3ds Max Tutorials
In these weeks, we were taught the basics on how to use 3ds Max. The main thing that was taught to us was the UI - we learnt how to navigate through the software and also how to create basic shapes and turn them into simple structures.
These were the two models I created as a practice run, low poly models of a dog and a castle.
3D Animation: Concept Art Sketch
I started thinking of ideas on what my character could look like and after a few minutes, I decided that I would create a âcompleteâ version of my previous character, meaning that I would turn him into something that resembles the structure of a human body, a biped.
3D Animation: Introduction
In this week, we were asked to start a new project, which was to create an alter-ego of our character from the previous assignment - but this time, the character had to be in 3D and animated to showcase at least one of the 12 principles of animation.
Stop Frame: Final Draft
This was our final version of our animation; it had around 723 frames with a speed of 12 fps and once exported as a video, met the 1 minute long duration requirement.
Stop Frame: Second Draft Presentation
Once again, we presented our animation in front of the class and were given feedback; the comments they gave us will be listed (paraphrased) below, as well as some of the suggestions on how to improve our animation.
Stop Frame: Second Draft
After getting feedback on our first animation, we created a new animation; the second draft now uses a dark blue background (with some stars), bigger clouds, bigger ghost and now includes the second scene where the camera focuses on the second carriage of the train, where my character and Paulâs character sees Darrenâs character fly past our characters and go through the train.
Stop Frame: First Draft Presentation
After showing the first draft to the class, they gave us feedback and although they liked the silhouettes and the detail in the cuts, there were some things we could improve upon and most of their comments were about the background i.e. clouds, moon and mountains where moving too fast, which we agreed upon, so we decided to use 12 fps on our next draft to slow things down as we used 24 fps on our first draft.
Another comment was on the ghost; some said that they didnât notice it at first and that it looked less as a ghost, but more of a bird, so we decided to cut out a new silhouette for the ghost in our next draft.
Stop Frame: First Draft
We started playing around with the silhouettes and the software to see what our animation would look like, so we just made a short one as our starting point (8 seconds) and present it to the class and get some feedback and apply them to our next draft.
We created an animation based on our storyboard, which had a starting sequence where you see the train with the background and a few seconds later, a ghost comes in and does a loop and then goes off-screen.
We used tracing paper and layering it on top of the ghostâs silhouette once it goes through the train to create a transparency effect.
Stop Frame: Silhouette
I started cutting out the silhouette of my character based on a picture of my character and I sketched a drawn version of my silhouette on normal A4 paper.Â
I measured my actual character and drew a silhouette version based on those measurements, although I had to make the silhouette slightly smaller so that it would be in proportion with the other characters as well as the trainâs carriage.