Here in my final product is my chosen production name “SLITHER”, unlike most people I decided to come up with an animation idea before deciding on the name. I think this was sensible as some people made complicated production names then found it difficult to think of an animation which was doable. I didn’t choose a “fancy” font as I think the more basic fonts suited and look better with my animation. I also wanted to concentrate more on my animation rather than what the font looked like. This is the main and most important part of my animation, the snake. When I first began the animation I did not plan on having the snake weave in and out my animation but as I began to learn more about Auto Desk I had the confidence to go on and experiment with different tools. The main body of the snake here was probably the easiest part of the animation to make as it just involved me creating one shape and it cloning it until the body was long enough. As you can see here, I created the head of my snake using different snakes and again the tail. My chosen background; I think this is effective as the snake unintentionally looks as if it is going through the sand. I was lucky enough to have this effect come naturally. My snake moves in and out of my production name whilst the camera follows the snake and moves around the production name. I like my camera movements as it subtlety lowers throughout and I think it has a really nice effect.
Friday, January 8, 2010
Timescale
Planning - the planning of my animation took me around two lessons to complete. This was because i created a clay model of my animation. The storyboarding took me around an hour. Total = 4 hours
Animation - the animation took up the majority of the time we had (54 hours). I would say i worked on the animation every week of this project apart from the last four weeks. Total = 40 hours
Textures - finding and adding textures to my animation took me two lessons as i found this task was basic. I also found my texture fairly quickly. Total = 5 hours
Rendering - as my animation didn't have many elements to it i was able to do all my renders quickly. Total = 1 hour (including my test renders)
Report - Total = 9 hours
Animation - the animation took up the majority of the time we had (54 hours). I would say i worked on the animation every week of this project apart from the last four weeks. Total = 40 hours
Textures - finding and adding textures to my animation took me two lessons as i found this task was basic. I also found my texture fairly quickly. Total = 5 hours
Rendering - as my animation didn't have many elements to it i was able to do all my renders quickly. Total = 1 hour (including my test renders)
Report - Total = 9 hours
Thursday, January 7, 2010
Rendering my animation
Throughout the project i learnt about rendering. In this lesson i was going to do my first render (not in HD) this did not take as long as some of peers animations did to render as my animatiin did not have many elements in it to render. I was unsure about the first render of my animation, this lesson i am going to change elements of my animation that only showed up in render.
Camera movements
This lesson i a technique in auto desk which enabled me to create camera movements around my animation. By doing this, it made my work look more interesting. I made the camera move around my whole animation, i had to make it move with the snakes movements so it followed the snake. I was happy with the way it made my animation look and this would mean i would have used more tools in auto desk to achieve the best grade possible.
Tuesday, January 5, 2010
Completing my animation
This past week i have been concentrating on getting my animation completed. I have just been fixing the small things that were wrong with my animation. I did a first render of my animation, i decided i wanted to add a texure background and i am now currently finding a suitable one that will compliment my animation.
Progression of my animation 2
The deadline is fast approaching for our animations to be completed. Over the past couple of weeks i have been mainly working on the movements of my snake around the text i created. I found this difficult and this took up alot of my time because i found that the when i made the snake go in and out of the letters it would cut through them. This took me a few lessons but i perfected it in the end.
I also created the hesd of my snake and gave it eyes. This was simple.
I also created the hesd of my snake and gave it eyes. This was simple.
Progression of my animation
Over the past couple of weeks i have been concentrating more on the look of my animation rather than the movements. I created text so my snake was able to move around it. I also found a suitable texture for my snake and was able to put it onto my snake. The problems that i encountered with putting the texture on my snake was that i then had to move all of the different parts of my snakes body together, this took me a while as with the texture now on my snake all the problems showed up.
The future of 3D animation
I think there is a lot in the way for the future of 3D animated movies. For example, one thing that will be or is certainly trying to be done now is the challenge of making photorealistic animation of humans. Currently, the majority of computer-animated movies show animal’s characters (in films such as Finding Nemo, Ice Age, Over The Hedge), fantasy characters (Monsters Inc, Shrek) or cartoon like humans (The Incredible’s, Boy genius, Meet The Robinsons). The second Final Fantasy movie has been known as the first computer-generated movie to attempt to show realistic-looking humans. However, due to the enormous complexity of the human body, human motion and human biomechanics, realistic stimulation of humans remains largely upon an open problem. Another problem industry has is the distasteful psychological response to viewing near to perfect animation of humans. The aim is to create a type of software where the animator can generate a movie sequence showing a photorealistic human character, undergoing physically-plausible motion with clothes, photorealistic hair, a complicated natural background and a possibly interacting with other stimulated human characters. This could be done in a way that the viewer is no longer able to tell if a particular movie sequence is computer-generated, or created using real actors in front of movie cameras. Complete human realism is not likely to happen very soon, however such concepts obviously bear certain philosophical implications for the future of the film industry.
Creating movements for my snake
In this lesson i carried on perfecting the movements of my snake as i did in the previous lesson. Once i had looked at how snakes move and smoothed out my path my snake moved in the way i wanted it to. The problems i had with this was creating smooth movements. It was difficult to create perfect turns without the snake turning sharply and runining the movments.
http://www.youtube.com/watch?v=02hP37WX-GY
I watched some videos on youtube to help me create the movements
http://www.youtube.com/watch?v=02hP37WX-GY
I watched some videos on youtube to help me create the movements
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