WEEK4: Stylized Walk/ Extra works

Animation Principles in this practice

  • timing
  • arcs
  • slow-in & slow-down
  • pose-to-pose
  • anticipation
  • follow-through and overlapping action

Skip

The skip is a mix of a walk and a run with every third step omitted. During a walk, there’s a point where both feet are on the ground and there is always at least one foot in contact the ground. The walk slow as point and file the head is concerned is just after the foot makes contact.

In a run however at most one foot is in contact with the ground at any time and there the lrap phase when both feet are off the ground its lowest point is when the two legs pass each other on the path finished both the walk and the run make cot with the ground in a rigorous: left right left right left right……

During the ship, however, the third step in the left/ right sequence is omitted and then result in the pattern goes left right right left left right right…… Every right/left or left/right pair acts as if it’s part of a walk with both feet in contect with the ground. The gap resulting from the missing step is the lead phase that we find in a run. So both feet are off the ground, but unlike a run. We land on the same foot that we left off on.

Reference

I look for references on skip on the Internet. By comparing walking, we can clearly find that it takes 24 frames for a cycle around the walk cycle. For Skip, 32frames are required. More specifically: a complete ship cycle needs to be completed from left to right. Corresponding to 5, 11, 5, 11, 5, 11 respectively. This results in approximately 16 frames per treaty. In order to better observe the details of the action, I searched both video and picture resources. as follows:

Storyboard

For the references I found, I geometrically processed various parts of the human body and drew a storyboard with perspective relationships.

Animating

It is the same as the walk cycle exercise last week. I divide Animating into three parts. First, I animated for legs, feet and root in 0, 4, 8, 12, 16, 20, 24, 28.32. etc. Let the character have a basic position to move. The details are as follows:

Video:

Step 2: Anmiating for Spine. Here we should pay attention that when the left foot is on the ground, we can adjust the FK of bottom Spine to rotate to the right while rotating upwards. The opposite is top spine.

Details as follow:

Video:

The last stage is Animating for Clavicle, ShoulderFk, ElbowFk, WristFk and Finger. Before this process starts, my approach is to adjust the hands into a relaxed position. Then, adjust the actions of Clavicle, ShoulderFk, ElbowFk, WristFk and Finger in sequence .

At this stage, I discovered that the rig of the MOOM character is slightly different from that of Judy. It is embodied in Clavicle and Elbow. The former Clavicle controller cannot be rotated, and at the same time the rotation axis of the Elbow controller is added. In Elbow of Judy, only the Y axis can be rotated. In contrast, I personally think that Judy’s rig will be better. In the process of Animating for MOOM’s arms, the axis of rotation is always over-rotated, thus forgetting the orientation of the arms. This may be related to character design. I prefer judy’s rig.

Final video:

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WEEK4: Breakdown of rigs

Good Rig& Bad Rig

A good rig can improve the quality of Animating work and save time.

1.First of all, a good rig must be easy to understand for animators. In other words, we can better discover, understand and use controllers.

This picture is Zombie’s rig. In the picture, we can clearly find the controllers of each joint, and use different shapes to represent its control range. It is a good rig.

On the contrary, this is the rig of golem shadow, which can be judged to use Advanced skeleton 5. As shown in the figure, I selected the controller of the neck. Only when the wire frame appears, we can find a curve that controls the neck. This is not friendly for a beginner. This information cannot be obtained if you do not deliberately look for it.

2.A good rig also needs a good skin, which can make the movement more realistic. It can simulate the stretching of muscles, skin or other surfaces of objects of different materials in motion. For bad rig, some movement will lead to penetration in the model. For example:

This is Trixxie’s rig, in the picture I only adjusted the root controller. But we will find skin problems in 3 places. First, the hips on both sides are asymmetrical. Secondly, both left and right pockets have penetration. This will be very obvious when rendering the animation.

Solution:

As shown in the figure, we can find the skin menu on the right in the rigging mode. We can use the function of the yellow mark to change the weights of the skin. Through these functions, we can modify some bugs in rig by ourselves.

My Rigging

This is a role rig of my final major project. Simple rigging by using Advanced skeleton5. The biggest problem I encountered during the process was skin weights.

Firstly,I’m not sure how much skin can be affected by a joint. Secondly, rigging for face is done by using advanced skeleton5. We should pay attention to the Wireframe mesh of face model and the naming of the model. If the department is made in accordance with strict regulations, there will be some unsolvable errors.The correct approach is as follows:

Name

Wireframe mesh of face

All in all, a good rig first needs a good model, which requires the model’s wireframe mesh to be accurate, preferably four sides. Secondly, the controller is easy to understand and be observed. Finally, the details of rigging are in skin weights, which will take some time to process.

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Politics and medias relationship

As far as politics is concerned, the main role of the media is to provide information so that people can make decisions and participate in politics.

Game

From the perspective of politics and games, first of all, the game text itself is not controlled by political space and social space. We can trace the political demands and political will expressed in the game text from the game text. For example, the game text of “BioShock” satirizes and criticizes an idealized political despotism.

In “BioShock: Infinite”, players can experience the beautiful fantasy of the age of mechanism by personally traveling through the Victorian steampunk world. The characteristic of steampunk is an extension of the sense of beauty in the era of mechanism. Steampunk itself is an inner irony of the romanticized imagination of the bourgeoisie after the industrial revolution on the orderly industrial process based on mechanical production.

Film

Regarding politics and movies, the most typical ones are documentaries and historical dramas. As a well-known movie, “Lincoln” has profound political influence. Tony Kushner’s script skipped the traditional biopic model and focused on how he worked to promote the passage of the 13th Amendment to the Constitution, that is, the abolition of slavery bill. This practice proved to be a genius afterwards. , Watching Lincoln’s strategizing and fighting with three immoral lobbyists, it was unexpectedly enjoyable. Among them, Daniel Day-Lewis won his third Oscar statuette by virtue of Lincoln. Like Ava Dejolie’s “Selma”, “Lincoln” also shows his true character by telling the story of a legendary statesman. On the other hand, this is also the way politicians want to let the audience watch them through the media, thereby strengthening their political influence.

TV

When it comes to the relationship between politics and TV, we have to mention the influence of TV on American politics. It is mainly manifested in two aspects: one is that it influences the elections in the United States; the other is to restrict government policies. As television has changed the stage for candidates to spread information, television has become the public’s first source of political information; television makes voters choose The content has changed, and the “image” of the candidates has become a key factor in the election; television has changed the control of the two parties’ nominations, and professional image makers have gradually replaced professional politicians. Therefore, television is actually to a large extent Manipulating U.S. elections. As one of the second circle of policymakers in the U.S., television exerts force on government policies through two aspects. Influencing: One is to make public the government’s policies that are still in the process of making public in advance, and influence the president and members of Congress. , The decision-making of administrative agencies and various interest groups; the second is to artificially focus propaganda on a certain issue or event, in order to create strong public opinion to force the government to modify or re-enact policies. The rise of television has profoundly It affects the form, operation and stability of modern politics in the United States. With the strengthening of the trend of informationization, the intervention of television in modern politics may be strengthened. However, the intervention of television cannot change the nature of the American political system.

Advertising

The government’s interference in advertising has never stopped. On the one hand, it is in the interests of politicians, and on the other hand, it is based on the interests of the general public. E.g: The Australian government launched a proposal that the outer packaging of domestic cigarettes must be “simple”.

According to this proposal, starting from July 2012, Australian cigarettes will not be allowed to print trademarks, advertising slogans, and color patterns, and instead use health warning icons. At the same time, the cigarette brand name is printed under the cigarette box in lowercase. Australian Prime Minister Kevin Rudd said that this will be the “strongest” measure against cigarette packaging worldwide.

Australian Prime Minister Rudd: Smoking is not cool, smoking will kill people, so the government will never make any excuses for this proposal. Tobacco companies will inevitably hate it and fight against it. Nevertheless, we firmly believe that this proposal and other measures will help reduce the number of smokers.

Online streaming

Today’s Internet space has entered the highly interactive “Web 2.0” era. With the maturity of Streaming and the popularization of broadband, online video clip has become an important new medium for contemporary Internet users to obtain information and publish ideas. In the United States across the ocean, since 2006 The video site “YouTube”, which has been leading the trend on the Internet since 1991, is the most representative online video platform today. It penetrates into the daily lives of American netizens and makes it more and more important in American political elections. Key role. Especially in Democratic presidential primaries, in 2008. Young and fresh African-American politician Barack Obama, and former first lady Hillary Clinton, who is also a federal senator, both showed amazing political energy and willpower in the process of fighting to represent the Democratic Party for the president of the United States, and the election battle was seen. At the last moment, the winner will be decided. In this fierce competition, YouTube is generally regarded as one of the important factors affecting the result. This fully reflects the close connection between Online streaming and politics.

Product placement in film

Product can act as a prop in a movie, and its producer can provide corresponding products and venues for the movie. At the same time, in return, products can be disseminated in the form of movies to increase sales. The two are cooperative relations. Of course, the introduction of goods must be careful not to highlight the goods excessively and for a long time.

Here are the top ten:

  • 10 Nokia-The Matrix. Mobile phone will have features in the classic science fiction movies in this movie. Nokia 8120 is a tool used by dujour to bounce and pop. It was a mobile phone with some attractive features at the time. The most important thing is to make you look like you are borrowing a very important call.
  • 9 Red Ryder BB Gun- A Christmas Story
  • 8 Chevrolet Camaro-Transformer Appearance. The truly outstanding product showcase in this movie is Camaro. Camaro’s sales of sports movies are cool. Yellow cars are rising rapidly, making Camaro the best among cool cars.
  • 7 White Castle-Harold and Kumar Go to White Castle. After the release of hamburgers, the sales of hamburger shops have grown strongly.
  • 6 Mini Cooper- The Italian Job. Although Mini Cooper appeared in the most original American movie in 1969, it did not receive much attention. In 2003, these retro-inspired BMW-made cars were modified. Enter the storyline and make them stars.
  • 5 Wilson Sporting Goods- Cast Away
  • 4 Omega SA/ BMW/ Aston Martin-James Bond
  • 3 Ray-Ban/ U.S. Navy- Top Gun. The film contributed to a 40% sales increase in seven months.
  • 2 Reese’s Pesces- E.T. the Extra- Terrestrial. Useing candies to attract aliens, emphasizing the deliciousness of the product
  • 1 DeLorena Motor Company- Back to the future

Worst product ranking

  • 10 Pizza Hut– Teenage Mutant Ninja Turtles
  • 9 Sony– Chappie
  • 8 Nintento– The Wizard
  • 7 Google– The Internship
  • 6 Popeyes– Little Nicky
  • 5 Pepsi Rene Russo– The Thomas Crown Affair
  • 4 Converse– Robot
  • 3 Macdonald– Mac and me The advertisements in the film are too much inserted, including product logos, product characters, dance, music, and even venues
  • 2 Green lantern This movie is widely regarded as one of the worst superhero movies ever. The absurd scene is one of the reasons why the movie bundles the product with it
  • 1 Transformers has more than 50 products

The influence of news publishers, politicians and consumers on the media

The first factor affecting news is the publisher of the news. Journalists are even more important than their bosses and publishers, because they can decide, report and interpret news for themselves. Another factor to consider is the source of political news: the politician himself. Politicians have done many things to create positive media influence for themselves. Politicians can use their own influence to let news release stories that politicians hope. The third factor affecting the media is news consumers. Because the producers of news want us to read and watch it, they will publish news that we want to read and watch.

Types of media

The oldest form of media is print. Refers to newspapers and magazines. Printing is no longer the main source of information in the following areas. But just because fewer people read the print media, it doesn’t mean they are not very important. On the one hand, most other news media organizations rely on printed materials, such as the New York Times and the Washington Post. Most major news reports and provide a lot of information for TV and Internet news. Print media also tend to provide more detailed and comprehensive news reports. One aspect of print media that is often overlooked is that it is still the main source.

The second oldest and in some respects still important source of political information comes from broadcast media. There are more Americans than any other form of media, and they remain an important source of political information. Although talk radio, especially radio stations, radio is less important in attracting a wide audience. Conservative talk broadcasting is very important in the field of political media. But despite the widespread impression of broadcast, there is a major flaw in shaping public opinion: TV stories are short, usually less than two minutes, and therefore have less information.

The third major force of politics-the Internet. As a news source, the main advantage of the Internet is that it can be updated quickly. Although some people think this time to promote the development of news organizations, it is very useful for breaking news. It can create more stories and hot spots instead of in-depth reports. In the early days of the Internet, the Internet was mainly used to print newspapers online. First there are blogs about politics, and then websites dedicated to politics. The growth of social media has provided politicians, select events and political parties with new ways to spread their messages to the masses. Such as Twitter, Facebook, Snapchat, Tumblr and tinder. Sometimes this may be the only source of information and the complete story cannot be obtained. Some statistics indicate that more people get news from the Internet.

Future plan

In the future, on political topics, I hope to find some contradictions, based on daily life and politics, to create dystopian animation works. In addition, the work will have two directions

  • 1 healing
  • 2 Revealing the ugliness of life, intriguing

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WEEK3: Full body walk cycle with props/ Extra works

Animation Principles in this practice

  • squash and stretch
  • timing
  • arcs
  • overlapping and follow-through action
  • solid posing
  • slow-in & slow-down
  • pose-to-pose

Reference

Before the practice starts, we need to understand the various movements of the human body during walking. Similarly, I found some good reference pictures on the Internet. Through in-depth research, I have concluded some laws.For example: when making a full-body walking motion, we can divide the body into upper limbs, trunk and lower limbs.

All in all, in the third week of practice, I can deepen and strengthen the knowledge learned in the second week. At the same time, I also understand that this exercise is to pave the way for the next week. The following are some reference pictures of walking:

Animating

Step1

First, I animated for legs, feet and root in 0, 3, 6, 9, 12, 15, 18, 24.etc. Let the character have a basic position to move.

In this process, we need to adjust the rotation (IK) of ROOT_Ctrl’s XYZ. Normally, when we are on our feet (the front foot is fully on the ground), the X axis needs to be adjusted upward, and the Z axis needs to be adjusted downward in the direction of the foot. In addition, we need to rotate the Y axis when we take a foot.

The video is as follows:

Step2

In this process, we need to adjust the rotation of Spine. More specifically, I used FK in this process to adjust the middle and upper parts of the Spine separately.

The details of the adjustment are as follows:

Spine middle:

Spine upper:

The video is as follows:

Step3

The third step is Animating for Clavicle, ShoulderFk, ElbowFk, WristFk and Finger. Before this process starts, my approach is to adjust the hands into a relaxed position. Then, adjust the actions of Clavicle, ShoulderFk, ElbowFk, WristFk and Finger in sequence.

It should be noted that the overall movement of the arm is the opposite of the leg, but we also need to add inertia to the arm. The specific operation is: After ShoulderFk is setted Key, all key frames are shifted backward by one unit. ElbowFk pans backward by two units, WristFk pans backward by three units, and Finger pans backward by four units.

The details of Clavicle, ShoulderFk, ElbowFk, WristFk and Finger are shown in the figure:

Clavicle

ShoulderFk

ElbowFk

WristFk

Finger

Step4

At this stage, I animated for Head and ears. We should pay attention to the animation rules of overlapping and follow-through action when adjusting ears. The following pictures are the details of each controller from bottom to top of the head and ears:

Head

Ears

The following video is the final effect of the walking cycle:

Props

The main purpose of this process is to practice how to use the parent function in Maya. It is divided into two parts, corresponding to the positions shown in the below figures.

First, practice how to use parent under the Constrain menu. I established a parent-child relationship between the sunglasses and the head controller. At the same time, the same operation is for the hand controller and the sword.

During this process, it should be noted that the movement of the hand and arm holding the sword should be slightly different from the other. It is embodied in the scope of the movement.

The following figure is to adjust the movement range of the arm:

Secondly, practicing how to use Aim under the Constrain menu. I applied this function to the spotlight model. Let the spotlight face the character.

Finally, create a spotlight and use the Parent function under the Edit menu. Constraint with the spotlight model.

The following is the final video:

Extra work

This week I practiced how to export materials from Substance painter to Unreal 4 and how to use mixed materials in Uneral 4.

Export from Substance painter to Unreal 4

First, I simply made a barrel model in Maya. Subsequently, Onwrapping in RizomUV.

After getting the model and UV, I simply made a barrel in the wasteland style in Substance painter. In the process, I added an Opacity channel to the software. as the picture shows:

First, at the top of the picture, select a material with Alpha.

Then add an Opacity channel. The reason for this is that there is no Opacity channel in the default settings of Substance painter. After the production is completed, the export settings are as follows:

In Unreal 4, the first thing I did was cancel the sRGB mode with OcclusionRoughnessMetallic in the name, as shown in the figure.

Then, create the material to link according to the nodes shown in the figure.

Finally, I got the picture effect as shown in the picture.

Mixed materials in Unreal 4

First make a mixed material in Mixer

The purpose of this test is to import the texture we made in Mixer into the texturing for the ground or wall in Unreal 4. The material will be repeated continuously, which will make the picture effect worse. Questions are as follows:

How to solve this problem:

First, we can get 3 different materials in Mixer by hiding the layers

Import to Unreal 4 via bridger

Create material blend at this position, and then draw the material.

Finally, I got a highway with a changing nature, not a simple repetition.

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WEEK2 : Fox and Tail / Walk Cycle/ Extra works

Part 1 — Fox and Tail

In this exercise, I used squash and stretch, timing, arcs, overlapping and follow-through action, anticipation, Slow in and slow out in the animation rules

Before animating, a good action reference is crucial.

Through this picture, we can clearly get the trajectory of the tail when the ball jumps.

Animating

First, do the head movement of the fox first, and adjust the movement path of the ball in the Graphic editor. This process is very similar to the Bouncing ball practiced last week. But the movement of the latter is completely passive. In this process, the timing, arcs, slow in and slow out of the main motion animation laws. At this stage, it is mainly to control the rhythm of the movement.

Then, add squash and stretch to the little fox to make the movement more vivid.

Finally, adding the tail movement, this process is the hardest part. After watching a lot of references and the quality of Jia’ao city, I concluded that the trajectory of the tail is a figure of eight, and the farther away the body is, the trajectory of the head is slower. The biggest difficulty in this process is the connection between the two bounces, and the actions of this process are not among the references.

In short, in this process, I gradually realized that the Bouncing ball made in the first place is very important. Although simple, it is still very difficult to make good use of it. It is the foundation of all complex animations. Once the foundation has problems , There will be problems in the subsequent actions. A wrong step means that everything is wrong.

Part 2 Walk Cycle

In this exercise, I used the timing, arcs, slow in and slow out, pose to pose in the animation rules.
Through the course, I learned that making a complete Walk Cycle is mainly divided into four stages: Previs, Blocking, Spline and Polish. This exercise involves previs and blocking.
Previs is the abbreviation of previsualization, called visual preview. The main role is to observe the approximate time and rhythm of the action. Similar to a dynamic storyboard.
Blocking is an important step for animators to design action poses and add key frames according to the layout.
Similarly, before starting the exercise, find a good reference for the action, as shown in the picture.

With reference to this action, I adjusted the action at frames 0, 3, 6, 9, 12, 15, 18, 21, and 24 respectively, as shown in the picture, viewing horizontally

After Key finishes the key frame, we also need to block the curve in the graphic, as shown in the figure.

For this, I got a looping video of walking:

At this time, I increased the lateral displacement on the main joystick. In the process, I had a question, and I hope it can be resolved in the next class. My problem is that after the character who walks in a loop is displaced, the feet cannot grasp the ground smoothly. My solution is to first adjust the character’s movements in place, and finally adjust the overall displacement, by adjusting the curve in the Grphic editor to achieve smooth walking. I want to know how to solve this problem in the process of commercial production of animation.

The video is as follows:

Extra work

This week I learned about the Unreal 4 texture system. Including transparent materials, SSS materials, ice, magma, water, crystal and basic materials, and made tests of different materials.

Base materia

This week is mainly for exercises on material nodes. The figure shows the node details of the basic material. Using this as a basis, we can replace different texture maps.

This picture shows that after creating the material node, we can customize the material by adjusting the parameters on the right.

crystal

Ice

Lava

SSS

Fresnel

Mask

Water

Each of the above materials has different node details. I searched for resources on the Internet, and I made each different material as my own material resource. In future projects, I may use Unreal 4 because it has a powerful real-time rendering system and physics engine to improve the quality of the picture on the basis of saving rendering time. I will apply these basic material nodes to create personalized materials that I like to make the project look more complete.

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Film Language and The History of Animation, Film, CGI and VFX

Part 1 Film Language

The camera

Shot length

As a student of 3D animation, learning lens language is essential. There are many ways to classify lenses, such as fixed lenses and sports lenses according to shooting methods, and so on. In order to facilitate the appreciation and analysis, we divide the “lens language” into five categories according to the scene: long-range, panoramic, medium-range, close-up and close-up. This is an important way of expressing video creation and a basic element of visual language.
Two shot: to show closeness. Sometime In a frame ,we’re looking for each character’s shoulder.
Extreme wide shot: A picture containing the entire subject and the surrounding environment. It is usually used as an introduction to the environment of film and television works, so it is called the widest shot.
Wide shot: A film and television picture that captures the whole body of a character or a small scene, which is equivalent to the landscape in the “stage frame” of a drama or song and dance theater. You can clearly see the characters’ movements and the environment in the panorama.
Medium shot: Commonly known as “seven-point image”, it refers to a shot that takes the part above the calf of a person, or is used to shoot a scene equivalent to this. It is a common scene for performance scenes.
Close up: Refers to taking the film and television pictures above the chest, sometimes also used to show a certain part of the scene.
Extreme close up: Refers to photography or camera capturing objects at a very close distance. Usually, the avatar above the shoulders of the human body is used as a reference for framing, highlighting a certain part of the human body, or corresponding object details, scene details, etc.

Angle

Angle includes Eye level, High level, Low level, Dutch level. Among them, Dutch level is a method I haven’t tried. You can tilt the camera to create a different atmosphere.

Deep of field

Deep of field is divided into Deep focus, Shallow focus, Rack focus, Tilt shift, Telephone lens, Wide angle lens, Fisheye lens. As far as I know, the focal length of the human eye is generally 50mm. In 3D animation, for Extreme wide shot, or wide shot, you can usually use 24mm focal length or lower.

Movement

Movement includes Handhelt, Steadicam, Pan, Tilt, Zoom, Dolly/tracking shot, Jib/crane shot, Dolly zoom. Various lens movements require specific analysis based on the story script.

So in simple terms, lens language is a way to present these factors, and it carries an important function of emotional expression. Movies are a means of conveying the director’s subjective emotions to the audience. Each creator has his own lens language style, narrative logic and emotional expression.

Mise en scene

The meaning of Mise en scene is that the stage settings include Decor, lighting, color and space. Therefore, in scene design, we not only need to consider the required objects and composition, we also need to consider the lighting arrangement and color control.

Decor

  • Setting
  • Set dressing
  • Props
  • Costume

Setting dressing refers to objects that are not used by actors and can often be used to set off the atmosphere. For a good scene design, every object has its meaning. Props are objects used by actors on stage. Usually weapons etc. Costum refers to the costume of the character used in a specific scene.

Lighting

  • Three-point lighting
  • High key lighting
  • Low key lighting
  • Chiaroscuro
  • Hard lighting
  • Soft lighting
  • Unmotivated lighting
  • Motivated lighting

Lighting has many forms, which play a vital role in a scene. Good lighting can complement the composition of the picture and enhance the beauty. On the contrary, improper lighting can easily make complex-looking scenes simple and childish. One of the most common ways to illuminate the scene is to use three points of illumination: button lights, fill lights and backlight lights. The key light points to the actor, fills in the shadows, and the backlight illuminates the actor to separate it from the background. These can be adjusted in countless ways to make the viewer feel different about the scene. Chiaroscuro, refers to high-contrast, mysterious, melancholic lighting settings-this is lower-key lighting. Low key lighting is also a good way to create a gloomy, dark and other atmosphere. This lighting method is reflected in many of my works.

Color

  • Black and white
  • Tinting
  • Sepia tone
  • Color film
  • Color graning
  • Saturation
  • Color palette
  • Balance

The use of color can strengthen the emotional impact of the work on the audience. For example, dark blue can make the original metaphorical picture appear darker. At the same time, the style of color can enhance the tone of the movie. The use of these techniques in 3D animation is usually post-processing, of course, the early lighting is also very important.

Spcae

  • Deep space
  • Shallow space
  • Offscreen space
  • Blocking

In Deep space, the elements of the scene are placed far away from the camera and close to the camera, which can cut the picture well. This technique can be used with the depth of field to focus the audience’s attention on the actors. In Shallow space, these placements are flat and have no depth. Offscreen space mainly refers to the use of actors’ performances to hint at what is happening off-screen. All the movement and actor makes the scene are called blocking.

Editing

Editing usually includes dissolve, wipe, fade in/ fade out, continuity editing, Screen direction, Match on action, Eyeline. All of these methods can make the connection of two different clips more natural without causing ambiguity to the audience. For beginners, fade in/ fade out is the most common method.

The 180 degree rule is to help the audience avoid losing the sense of the scene and avoid being dizzy. When the lens exceeds 180, we call it Crossing the axis.

Discontinuity deiting includes freeze frame, slow motion, reverse motion, jump cut, match cut, split screen, overlay, montage. Montage takes a film into many shots according to the content of the film and the psychological sequence of the audience. Then group them together according to the original idea.

Part 2 The history of Animation, Film, CGI, VFX

History of film

Throughout history, the development of film is inseparable from the invention of the camera.

In 1895, the French Lumière brothers successfully developed an “moving movie camera” based on Edison’s “movie mirror” and their own “continuous camera”. The “moving movie machine” has three main functions: photography, projection, and printing. A famous movie is “Train Arrival”, which caused the audience to scream in horror. The parody of the play was released in 1901, and one of the compatriots was afraid of the train movie. The Lumière brothers were the first to use the screen to project a movie. Historians believe that the Lumiere brothers’ filming and screenings are out of the experimental stage. Therefore, they set December 28, 1895, the day when the world film was first released as the birth of the film. The Lumiere brothers naturally Well-deserved to become the “father of movies.”

Since 1927, the film has gone from silent to sound, and colorless to colored.

From 1872 to 1878, Edward Mubridge, a photographer from San Francisco, USA, used 24 cameras to take pictures of the disassembled action group of a galloping horse. After more than six years of numerous shooting experiments, he finally succeeded, and then he went on a slide show. The show was successful. I saw the horse running on the screen. This is a breakthrough in film and animation, because he successfully shot a clip that cannot be measured or witnessed by human eyes. Another important figure is Émile Reynaud, the inventor of praxinoscope, which improved the zoetrope to create short, looping animations.

History of animation

At the end of the 17th century, a man named Johannes Zahn made a breakthrough transformation on the basis of the “magic slide”. Many glass paintings were placed on a rotating disk, and the glass patterns that rotated under the light were projected on the wall in turn. The drawings on the “live”. This is the first time that man-made images have been recorded as light and shadow moving pictures based on the principle of rotation. It can also be said to be the earliest light and shadow animation.
By the end of the 18th century, “magic slides” were popular in Europe, performing in many concert halls and vaudeville theaters, attracting a large number of audiences in the form of storytelling.

In 1914, Winsor Mccay completed the famous film “Gertie the Dinosaur” in the history of animation, which is called a kind of movie in the history of animation. He arranges the story with animated characters and real-life performances. The time of the picture is calculated accurately, and the background of each frame is redrawn. The picture has a strong sense of perspective.

In 1906, James Stewart Blackton produced a film called “Humorous Aspect of Funny Faces”, which was also the world’s first animated film.

In 1915, American EerlHurd created an animation process for drawing cartoons on plastic film

In 1928, the birth of (Steamboat Willie) meant that animation really began to develop.

The development of Disney Company has made animation a world-renowned commercial film and television art industry, and has also rewritten the historical position of animation, which is a milestone in the development of animation business. Disney’s production spirit is very rigorous, the film’s storyline is compact, the pre-stage shot design is exquisite and detailed, and the animated characters have distinctive personalities. They continue to improve and innovate in production technology, and do their best to make every film in different periods as possible, so that the audience can be intoxicated in a dreamlike world. Whether it is film style, storyline, color and sound, character scene design or post-technical processing, Disney’s films show the superb quality of assiduous entrepreneurship, so that Disney Animation is recognized by the world as the most accomplished animation production base in the history of animation , And Disney himself is undisputedly hailed as an outstanding animation master. In the production of cartoons, almost every technological invention is printed with Disney’s name. The standard of Disney animation films has basically become the standard for measuring the quality of animation films at that time.

In 1937, “Snow White” produced by Disney was the world’s first color animated cartoon feature film. The perfect artistry and sophisticated production effects of the film amazed the audience and made a sensation in the international film scene. It uses color film synthesis recording technology to create
Created the miracle of animated feature films, making people begin to re-examine the value and artistic charm of animation, and also make Disney’s business direction from short film production to feature film production. The emergence of this kind of cinema animation with a long storyline has gradually become the “mainstream animation” in the animation industry. It also marks that animation technology and art have reached a high degree of perfect unity and entered the mature stage of the industry.

History of CGI

CGI refers to Computer Generated Imagery. Westworld started in 1973.

The 1982 film “Tron” and 1984 “The Last Star Warrior” failed commercially, leading many directors to stay away from CGI. It became a low point in the history of CGI development.

James Cameron’s Abyss in 1989 became a turning point in the history of CGI

In 1993, Michael Crichton’s Jurassic Park was a milestone in the history of CGI development. The picture effect now seems to be amazing, as we can see from the video. The animator simulates the movement of the dinosaur running as a reference to control the rhythm of the movement. Secondly, with CGI technology, it reached its peak at that time.

In 1995, Pixar’s Toy Story was the first animated film made entirely by computer. “The Lord of the Rings” has won many awards from Gollum as a feature-length movie with a fantasy theme. The award was created using motion capture and adding animation and CGI on top, for example, applied to the character Gollum. In addition, “The Matrix” is also a great work in the history of CGI. These films successfully broke through the limitations of electronic technology on the picture effects and achieved a balance between visual effects and technology.

In short, animation originated from movies, and its development process is influenced by the technology of the times, and it has been developed to this day. From silent to sound, from colorless to colored. With the rapid development of technology, we should quickly master the corresponding technology and grasp the future development direction to create more innovative and creative animation works.

History of VFX

“Star Wars” in 1977 was the first movie ever shot with a motion control camera. In this movie, Lucas invented a mechanism that can greatly reduce post-production time.

In 1982, a computer processing method called “source sequence” was applied to “Star Trek”. The scenes of the movie were digitally generated by a computer, breaking the previous shooting methods. Similarly, in 1985, the first computer-generated character, “Stained Glass Man” appeared. This made a significant contribution to the popularization of digital roles in the later stages.

In 1994, Jurassic Park created a character with real skin, muscles and movements for the first time in film history. At the same time, its work team used the best real acting skills as a reference for dinosaur movements, making it a major work in the film industry.

Since then, giant special effects movies such as Pirates of the Caribbean, Marvel movies, and Lord of the Rings have come out one after another. Think about it no longer limited by technology.

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WEEK1: 12 Principles of Animation/ Bouncing ball and Maze/ Extra works

Part 1 — 12 Principles of Animation

In this week’s course, I have a deep understanding of 12 principles of animation. include:

n this week’s course, I have a deep understanding of 12 principles of animation. include:

  1. Squash and stretch 2 (Squash and stretch are used to express the elasticity of objects!)
  2. Anticipation (the action of a character is generally divided into three stages: the action preparation stage, the action implementation stage and the action following stage. Action preparation is generally used to guide the audience’s sight toward the upcoming action. So a common long-term preparatory action It means that the following actions will be very fast.)
  3. Staging (The so-called staging is to clearly express the intention of the action to make it easy to understand. Normally, the action is presented to the audience at one time. But if there are too many things at the same time, the audience will not know what to do Where to pay attention, so that the action will lose meaning.)
  4. Straight ahead action and pose to pose (two basic methods of making animation. One is to draw from the first frame one by one until the entire sequence is drawn. The other is to draw key frames first, and then this Make an intermediate frame based on it.)
  5. Follow through and overlapping action 2 (This rule is similar to Anticipation, except that the former appears after the movement ends, and the latter appears before the action. More specifically: the movement of the object or part of it has exceeded it should stop Position, then fold back to return to that position)
  6. Slow in and slow out 2 (The law of motion is used in the process of acceleration or deceleration of the object Pose. When the object approaches a certain pose, it usually decelerates. On the contrary, when the object starts from one Pose to another When a Pose changes, it should be accelerated)
  7. Arc 2 (In real life, all movements are arcs. When used as an animation, we should let the action follow a curve instead of a linear straight line)
  8. Secondary action (This principle is used to increase the fun and reality of the animation, and to enrich the details of the action. It must be detectable, but not exceed the main action.)
  9. Timing 2 (Timing is actually “rhythm” and is the basic element of animation. The speed of movement of an object explains the physical nature of the object and the cause of the movement)
  10. Exaggeration (Exaggeration processing on the action is used to emphasize the changes in the rhythm, amplitude, expression and other aspects of the action, so that the audience can have a deeper feeling)
  11. Solid drawing (enhance the three-dimensional sense)
  12. Appeal (This rule means that the action should be able to attract the audience. It is embodied in the charm of the action, pattern design, simplicity and degree of audience interaction, etc.)

Part 2 — Ball Bounce

In Bouncing ball, I adopted Timing, Squash and stretch, Slow in and slow out, Arc of 12 principles of animation. The following is after this class, I simulated the tutorial and made the ball landing motion. Due to the influence of air resistance and friction, the ball gradually stops moving.

Slow in and slow out

The animation law can make the movement of objects more realistic. In 3D animation, it is specifically used in the Graphic Editor. By adjusting the movement curve, the rhythm of the movement of the object is changed. The following figure shows the movement curve before and after adjustment.

Before

After

Video comparison

In this video, the ball above corresponds to the previous movement. The ball below is the movement after adjustment, and the importance of the animation rule can be clearly found through comparison.

Timing,Squash and stretch

These two animation rules can reflect the texture of objects from the side. Different materials can be used in subsequent projects to achieve better results. First test the timing:

From the video, we can see the role of Timing in reflecting the texture of the object. The material of the fast moving ball may be rubber or metal. The material of the slower ball may be a balloon. However, this is only by controlling the movement rhythm. On this basis, I tried adding Squash and stretch. The video is as follows:

This video reflects the before and after comparison of adding Squash and stretch under the same movement rhythm. It can be clearly found that the animation law has the advantages of animation motion effects and object elasticity.
Through these few animation exercises, I have a preliminary understanding of the role of animation rules. Although I have not studied in this direction before, I gradually realized its importance, so I will try to master the 12 rules of animation in my future studies.

Part 3 — Bouncing Ball Maze

In Bouncing ball Maze, I used 12 principles of animation Timing, Squash and stretch, Slow in and slow out, Arc.
The main idea of my maze is to simulate the movement of a small rubber ball. Among them is an accelerator to provide power for the disappearing ball to make it out of the maze. In the process, I also carried out visual design, with the latest Quixel Bridger and mixer, which was recommended for learning in discord. To strengthen and consolidate basic software skills.
First, the maze design:

As shown in the figure is the movement path of the ball. Above the maze, due to the influence of air resistance and friction, the movement speed of the ball gradually slows down. After passing the middle cross, the ball will be speeded up again to get out of the maze. Through this simple design, exercise your own skills in making small balls.

Slow in and slow out

First of all, you need to adjust the motion path of the ball through the Graphic editor. As shown in the figure, my XYZ coordinates are reversed. This is a major mistake I made this time.

Squash and stretch

After adjusting the movement path, I increased the deformation of the object when it collided, emphasized the elasticity of the object, and made the movement more natural.

Texturing

In addition, I also studied the use of Mixer this week, and combined with this exercise, first download some good-looking basic materials in Bridger. Then import Mixer to make personalized materials. The biggest difference between Mixer and Substance painter is that the former is mixed up and down, while the latter is mixed by layers.

Then texturing in MAYA. In this process, I added a Gamma node to the roughness map, which can make the anti-broadcast more realistic.

The following is the overall rendering effect after rendering

After the teacher’s guidance, I summarized the movement problems of the two small balls: After the small ball hits the ground for the first time, the speed of falling down should change from slow to faster. Secondly, when the ball reaches the left, the ascent height should be higher.

This video is a modified Playblast.

Extra work

In my spare time during the first week, I learned some how to use quixel’s Bridger and mixer, and how to import materials into Unreal 4.

Bridger

Bridger can be understood as a resource library. In bridger, we can get high-definition textures and models at the fastest speed. At the same time, bridger can be used in conjunction with Unreal 4.

The picture above is the export settings of Bridger, and the path of the installation folder must be correct!

If a green icon appears in Unreal 4, it means that Bridger and Unreal 4 can be successfully used together.

Mixer

In Mixer, we can import some materials from bridger and mix them to form new materials.

The picture shows some of my tests. Through practice using Mixer, I succeeded in making a broken wall and street floors when it rains.

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