The most difficult partAlthough I have not done anything in rigging, my past experiences makes it the CLEAR winner for the most difficult part of the quarter. I don't want to do it again, but I will have to. The software crashes once every 7 minutes, and the computer can't take the pressure of being rigged into oblivion. From what I have done this quarter, though, animation edges out lighting and cameras. Its easy to put in a camera or a light in the scene, but you have to go through each frame to animate something. My animationI used the dope sheet and the curve editor to make the ball bounce and spin. (I apologize in advanced for the bad quality and the invisibility of the basketball. I will update the video when I fix the issue). Overcoming the problemsThe only way to get over the problems I was having was to get to the end and see if they sorted themselves out. With animating, you finish the animation outline for your animation, and go through and fix the impurities frame-by-frame. With lighting, you have to render your scene in the renderer you want with the quality you want to see any problems, and then fix them in the scene to get rid of the problem. With cameras, you have to find the view you want, which can be a problem (an easy to fix one, though) in and of itself. With rigging, there are MANY things that could cause the problem you are experiencing. Anything from a faulty vertex to a faulty bone could crash your software. You have to use an algorithm (A.K.A. test every solution possible) to find your problem. In Summary
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What is UVW Mapping?UVW Mapping is a texturing technique used to wrap a 2D image on a 3D figure. It allows you to customize the view on the face, allowing you to move the face across the image you are using (referred to as a map) and change what you see on each face. Ups of UVW MappingSome advantages of UVW Mapping include:
Downs of UVW MappingSome cons of UVW Mapping include:
My Opinion of UVW MappingI will only use UVW Mapping if I have to. If I can get away with using the standard material editor, I will use that instead. UVW Mapping is just too tedious for me to use if I can get a similar result with the regular material editor.
What is Dynamic Simulation?According to Wikipedia, Dynamic Simulation is “the use of a computer program to model the time varying behavior of a system.” Basically, it is making models into realistic objects that have a ragdoll effect to them (they move when they are hit, or they move things when they hit them). Why is it important?When making games, the usual goal is to make things seem as realistic as possible. Before starting Dynamic Simulation, when we tried to make objects hit each other, the objects went through each other. This is definetly not what happens in real life, unless there is something seriously wrong. According to Time Magazine’s interview with Tommy Francois, a world-renowned game designer known for his hyper-realistic graphics, “The trick to a successful final product is to seamlessly build a world while balancing the details with the game mechanics.” Game mechanics are there to make games seem realistic, while bending the boundaries to add to the core of the game. So the main goal for most games is to make them seem as realistic as possible. Dynamic Simulation aids in that by giving objects realistic movement. My Example of Dynamic SimulationMy example of Dynamic Simulation was made in 3D Studio Max. I made 2 cars and 3 cynlinders for each car to take out. I made each car a Kinematic Rigid Body, and each cylinder a Dynamic Rigid Body. Then, after I had the cars take out the cylinders, I had the cars drive through a wall with bricks that are each Dynamic Rigid Bodies. To help take out the wall, I have a wrecking ball that is a Static Rigid Body. In Summary
ModelingUsing Adobe Fuse, I created a couple of player models for my game. Adobe Fuse is a new program in the Adobe Creative Cloud Suite that creates models for video games. One of my models I created (his name is Lieutenant Lennon because he is a combination of John Lennon and Lieutenant Dan from Forrest Gump) is shown below. SkinningUsing Adobe Photoshop, I opened an .obj version of the Fuse file, and directly edited the graphics (or “skin”) of the model. Using this, I put a different graphic on my character’s shirt. That is pictured below. RiggingUsing 3D Studio Max, I am in the process of rigging a different character (I named it “Danny Trejo” because it looks like him). I am using a Biped “modifier” (not sure what to call it) to fit each body part and each joint to the model for animation. I have fit the skeleton to the body, and I am in the process of animating the character. Why is this important to me?This is important when modeling 3D games. 3D games require character sprites and models that make human-like movement. Without these processes, you do not have the necessary sprites and models for your game. In Summary
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AuthorI am Chance Gildart. I am a Junior in Digital Design and Animation II at DSA. Categories
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May 2019
DisclaimerThe views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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