Unit 62 Blog
Unit 62 Blog
ANIMATION
Read the sheet and watch the following videos on how to use and understand
the Maya interface. Not all of it will be relevant, but it will give you a strong
grounding.
Interface Overview
1. Menu Sets
Menu sets divide the type of menus available into categories: Modeling,
Rigging, Animation, FX, and Rendering. Maya's first seven menus on the
main menu are always available, and the remaining menus change depending
on the menu set you choose.
2. Menus
The menus contain both tools and actions for working in your scene. The
main menu is that the top of the Maya window. There are also individual
menus for the panels and option windows. You can also access the menus in
the main menu in the hotbox, which you can open by holding down the space
bar in a view panel.
3. Status Line
The Status line contains icons for some commonly-used commands, such as
File > Save, as well as icons for setting up object selection, snapping,
rendering, and more. A quick Selection field is also available for you to set up
for numeric input.
4. Shelf
The Shelf contains tabs that represent each menu set. Each tab contains
icons that represent the most commonly-used commands for each set. The
real power of shelves, however, is that you can create custom shelves, and
then make tools or command shortcuts that are quickly accessed from there
with a single click.
5. Sidebar icons
These icons at the right end of the Status line open up tools that you will use
frequently. From left to right, click on each icon to toggle opening and closing
the Modeling Toolkit, the HumanIK window, the Attribute Editor, the Tool
Settings, and the Channel Box (which is open by default and shown here).
6. View panel
The View panel offers different ways of viewing the objects in your scene with
a camera view. You can show one or several view panels, depending on the
layout you're using. You can also display different editors in the view panel.
The Panel Toolbar in each view panel gives you access to many of the
frequently used commands found in the Panel menus.
7. Channel Box
The Channel Box lets you edit attributes and key values for selected objects.
The Transform attributes are shown by default, but you can change which
attributes are displayed here.
8. Layer Editor
There are two types of layers that are displayed in the Layer Editor:
Display Layers are used to organize and manage objects in a scene, such as for
setting their visibility and selectability.
Animation Layers are used to blend, lock, or mute multiple levels of animation.
In all cases, there is a default layer where objects are initially place upon
creation.
9. Tool Box
The Tool Box contains tools that you use all the time to select and transform
objects in your scene. Use the QWERTY hotkeys to use the Select tool ( Q),
Move tool ( W), Rotate tool ( E), Scale tool ( R), and Show Manipulators ( T),
as well as access the last tool used (Y) in the scene.
https://www.youtube.com/watch?v=RoAjQDDKCmk
LESSON THREE, FOUR AND FIVE
Modeling is the key component for using Maya. You can construct anything
and everything e.g. buildings, mountains, outer space, characters, props.
Maya is the core tool used in film / TV / Games. Watch the following two
videos and create them in your own style.
Make sure you keep them as they will be used in your final environment
production.
https://www.youtube.com/watch?v=zzzmAd0QIW8
https://www.youtube.com/watch?v=tElsku3aKQI&t=28s
LESSON SIX AND SEVEN
2.
3.
ANIMATION /MOTION GENERATION
1.
2.
3.
INTENDED APPLICATION
1.
2.
3.
READING MATERIAL
Polygonal Modelling
Polygons consist of geometry based on vertices, edges, and faces that you can use
to create three-dimensional models in Maya.
Polygons are useful for constructing many types of 3D models and are widely used
in the development of 3D content for animated effects in film, interactive video
games, and the internet.
Polygon terminology
Polygons are straight-sided shapes (3 or more sides), defined by three-dimensional
points (vertices) and the straight lines that connect them (edges). The interior region
of the polygon is called the face. Vertices, edges, and faces are the basic
components of polygons. You select and modify polygons using these basic
components.
When you model with polygons you usually use three-sided polygons called
triangles or four-sided polygons called quadrilaterals (quads). Maya also supports
the creation of polygons with more than four sides (n-gons) but they are not as
commonly used for modelling.
An individual polygon is commonly called a face, and is defined as the area bounded
by three or more vertices and their associated edges. When many faces are
connected together they create a network of faces called a polygon mesh (also
referred to as a polyset or a polygonal object). You create your 3D polygonal models
using polygon meshes. Polygon meshes can be created using a variety of
techniques.
Polygon meshes normally share the vertices and edges that are common between
the individual faces. These are referred to as shared vertices or shared edges.
You can add polygons to an existing mesh by extruding polygon faces, edges, or
vertices using the Extrude command.
Note: The Show Manipulator Tool, used in this task, appears only ifConstruction
History is on.
An extrude node is created and the Show Manipulator Tool and In-View
Editor appear.
To extrude a vertex
The vertex extrudes along its vertex normal, creating additional faces for each
face that shares the vertex.
3. Using the In-View Editor, adjust the attributes to edit the extrusion.
Lights in Maya
http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=
files/Create__Lights__Ambient_Light.htm,topicNumber=d30e609685
PREVIOUS YEAR EXAMPLE
These polygons are used in Maya to define the shape of models and their infrastructure so
that they can be set up for rigging and animation. Modelling with polygons mostly consists of
moving and displacing the sides, faces and edges of each individual polygon to raise or
lower surfaces. This, in high level resolution, can allow modellers to form wrinkles in skin or
super smooth surfaces like plates or tables.
Tools help modellers work with polygons to define their shapes and what they want to model
for the end product. Since each modeller works in different ways there are many different
types of tools that they can use to manipulate polygons, sides and edges to their liking.
These tools include:
● Select tool allows the modeller to do exactly what it says, select faces, sides and
edges that the modeller wishes to manipulate or even delete in some cases to
complete the model. (top left and currently selected)
● Lasso tool is the improved select tool as it allows the modeller to draw the outlined
area of selected polygons and group them as a large area to manipulate, rather than
just one polygon at a time.
● The paint selection tool seems long winded, however it can prove to be the most
useful tool for many modellers as it allows modellers to manipulate set areas that
have been marked with the tool, be it lines. Hollow circles or other crazy models.
● The move tool is probably the most necessary tool in Maya as it allows modellers to
move models, grab and pull faces, sides and edges to place them in the correct
location.
Raise/lower (above) move left/right (above)
Move back/forward(above)
● The rotate tool is another useful addition to the toolbox in Maya and allows polygonal
shapes to be rotated upon changeable axis. This allows modellers to further
manipulate their shapes positioning as well as the shape by rotating the edges and
sides of each polygon.
● The scale tool is also useful for modellers to judge, well, scale. It allows them to
change the size of the overall object and thus adjust it to fit dioramas or displays that
the object may be used for, thus giving the modeller some freedom.
This cube was scaled from a small size to a much larger shape (above)
The process of extrusion and its use for 3d environmental change in Maya:
The geometry in Maya is normally simple three-dimensional shapes that are fused together
to form organic structures and unique geometry. Extrusion is another helpful tool that allows
modellers in Maya to create these unique geometric shapes without the need for fusion of
collective objects.
A simple demonstration of extrusion can easily explain the uses and functions that extrusion
can serve to help a modeller:
● Cubes; they can be extruded to allow a modeller to add segments and create
multiple and smaller faces on a face, letting the modeller extend and decrease the
shape of the model he is working on.
● Spheres; separate faces can be extruded to form rough shapes , and shapes that
would normally have a spherical base to form obscure and unique shapes upon the
model at the modellers intention. Below is a vase which is just such a shape:
● Planes and all other shapes; the basics of extrusion is to select faces and manipulate
them from the base shape to create unique features and allow the modeller to free
form his/her model how he intends without additional shapes simply by selecting and
extruding faces of shapes. Below are many shape examples:
1. The most common setback seen with modelling is an indication called noise. Noise is
when two or more faces on a model are touching or colliding with one another and
will cause the model to be deformed when rendered. This noise indication looks and
appears very similar to the shading cast onto 3D environments by the lighting
system. This can be a major setback to many modellers as it can deform their
models drastically and the cause may be hidden as it appears as noise, which is
similar to the shadows cast by the lighting. Many modellers find this frustrating and
end up turning off shading and lighting in their modelling environment. A common
example of noise in shaded areas is this one:
whilst it's easily noticeable where the noise is here, on many models it is much
harder to identify…
2. Though there can be setbacks to the lighting in maya it is still extremely useful to
modellers in three dimensional environments. The shadows are most useful in the
lighting feature as it highlights all the sunken in areas and undersides of an object to
virtually recreate the way the object will look naturally. This paired with the natural
human ability to detect deformities, it quickly indicates misshapen areas to the
modeller so they can be fixed quickly. Here is a simple example of how lighting and
shadows in maya can illustrate the natural form of an object: (next page) this model
demonstrates how the shading and lighting indicate the natural form of the object and
allow the modeller to detect any inaccuracies.
(this image is from Mud box, but the same lighting is applied in Maya)
3. The lighting and shading are also defining features of the animation side of the Maya
Program. With this feature, animators can distinguish the lighting placement of any scene,
change the shading gradient and illustrate the model into the animation so as to elude
natural movement in the animation when it's just a lighting trick. a Simple example of this
would be to imagine a bouncing ball, as the ball bounces the shadow beneath it will increase
and decrease as it raises and lowers. This simple lighting technique in Maya is very effective
and is a major draw for many animators:
All possible lighting and shading options in Maya include:
Ambient light; light from all directions around the model.
Directional light; light coming from a source.
Point light; light focused on a single point.
Spotlight; light concentrated on a circular area.
Area light; light on a model area without a source.
Volume light; light that fades over distance of a model.
How 3D models are used in Maya for Games, Animation and live action films:
Maya modelling is used in a variety of industries for a variety of reasons, but the
most notable industries to use 3D modelling are the games, animation and live
action films industries. Here's why:
1. The games industry uses 3D models for many reasons, but more often than
not to create ultra realistic visuals for the player to be absorbed into seeing
when playing a game. 3D environments need 3D models, its that simple, the
same can be said for avatars, weapons, vehicles, animals, anything that is in
real life and 3D can be made. And to have all of these assets appear 3D they
must be 3D or else the human eye will detect that it is unnatural and will make
games less immersive. 2D games can also use 3d environments. Let's look at
the game “FEZ” quickly; this game uses a 3D area viewed from a 2D
perspective, still creating a sense of immersion.
2. Animation and Animators use 3D to create the same kind of environments
and characters in 3D; however, the reason and way it is done can be slightly
more freeform than Games can. Animation relies on 3D visual entertainment
rather than the immersive experience that games offer. Because of this
animators can have more freedom in the creation of environments and
characters for the animation. A good example of this is Disney animation
movies, their characters have larger eyes, smaller mouths and necks than
real life would allow. This can give the animators more free reign over their
creations direction and rather than conform to nature's rules, create their own
style, as Disney has done.
3. Live action Films also use a lot of 3D models for Computer generated images
within filming. This is usually created as 3D overlay onto an actor or
environment to add into the film an object or creature that would otherwise not
exist. This methodology is very much similar to both the animation and game
aspects. The modeller can have and include his own style into the piece he is
working on to be incorporated; however it must still conform to the rules of
nature or else it will look out of place. There is also a common problem in the
live action film industry which is that CGI systems are constantly getting better
and so in two to three years time a film might have amazingly detailed CGI
which will make the films that used CGI this year look terrible by comparison,
which can be a very big setback to both modellers and filmmakers alike.
And so the Industries that use 3D models can be quite constrained when it comes to
creating a believable entertainment medium whilst also allowing styles to be
incorporated. However, as modelling detail increases year after year, so do the
amount of industries using it for Gaming (2D to 3D), animation and live action films.
LESSON EIGHT, NINE AND TEN
DESIGN PRE-PRODUCTION:
a) Genre
Consider:
i) Moodboards
https://www.youtube.com/watch?v=p0OqE3ZYamo
KEYFRAME ANIMATION IN MAYA
https://www.youtube.com/watch?v=HSTRBRq3WqQ
MAIN MAYA PRODUCTION PHASE
LESSON ELEVEN, TWELVE, THIRTEEN, FOURTEEN
FLOOR AREA
1. Wireframe
2. Untextured
3. Textured
TEXTURING MATERIALS/RENDERING
1.
2.
3.
TEXTURED OBJECTS
1.
2.
3.