Lec01 Introduction - Student - 2223
Lec01 Introduction - Student - 2223
Lec 01 Introduction
EIE 3101 Computer Animation
2022/23 sem 1
2 Content
Course Introduction
Ch2 The Production Process of Computer Animation
Tutorial
3ds Max vs Maya vs Blender
3ds Max Interface Overview
Army Compound
Chess Pieces
3 Useful Information
Time:
Friday 08:30 – 11:20
Venue:
CF504 / CD514 /
CF502 (opened for tutorial or Lab only)
Subject Lecturer: Dr. Pauli Lai,
[email protected], 27666217 (DE621)
Subject Webpage:
https://learn.polyu.edu.hk
Syllabus
4
INTRODUCTION
• The Production Process of Computer Animation
MODELING
• Modeling Concepts
• Modeling Techniques
RENDERING
• The Camera
• Lighting
• Shading and Surface Characteristics
ANIMATION AND EFFECTS
• Computer Animation Techniques
• Dynamics Simulations
5 Assessment
Assignment 1 (modeling and rendering) 15%
22
Previz
The Matrix Reloaded : previs
23
https://youtu.be/KMMeHPGV5VE
2. Production
24 Involves a series of standard steps: modeling, rigging,
animation, and rendering.
Modeling
Use virtual modeling tools to sculpt objects, or
Use 3-D digitizer to capture the shape of a physical model
directly into the computer program
Rigging
Once the virtual actors and objects are modeled, they can be
attached to the motion skeletons that will be used to animate
them with a wide variety of techniques
Animation
Techniques range from keyframing animation to motion
capture.
Rendering
Process of representing visually the animated models with the
aid of a simulated camera
The lighting of the scene and the shading characteristics are
often specified before the animation is laid out
Rendering itself is the calculation of the finished computer
animated images
25 Motion Capture
https://youtu.be/whfGoh1bR-Q
26 Modeling
The task of modeling the geometry in a computer
animation project is usually divided by type of model or by
scene.
By type of model
Popular with large projects
Models of the primary and secondary characters are
assigned to a team
Props and the environments, called set dressing, is assigned to
other.
By scene
Better suited for simpler projects
A team is responsible for building of models for a particular
shot
It is common to build proxies (Fig 2.7.10 on p.82), or
placeholder geometry, early in the process so that
animators, riggers, and others can get started while the
final models are completed
Proxy models
27
Detailed models
28 Rigging
The internal skeletons that are most often
used to animate characters are called
animation rigs.
These controls are also called IK rigs because
many skeletons are rigs or chains of controls
that use the inverse kinematics (IK) animation
technique.
Fig 5.7.3 on p.160 and Fig 10.4.16 on p.329
Technical director: setting up of these
animation controls
Animators: devote to animating after the
basic controls are set up (Fig 12.5.5 on p.393)
29
30 Character Animation
3-D character animation done with
keyframing techniques starts with rough
animation, which consists of blocking the
broad motions using placeholder
geometry (Fig 2.7.10 on p.82)
The secondary actions and the facial
animation are added next
Finally the details and timing of
overlapping motion are fine-tuned
Animation finaling: animation details and
technical animation that are done
usually after character animation is
complete or almost complete
31
32 Effects Animation and
Technical Animation
Effects animation: animation of the natural
phenomena, like rain, wind, and fire
Most techniques are procedural and
require some or much scripting, therefore
also referred to as technical animation
Fig 12.3.4 on p.381
33
34 Lighting and Rendering
Lighting involves the placement and
fine-tuning of all the light sources in every
shot of the film.
The nature of lighting in computer
animation is very close to traditional
cinematography
Rendering involves the shading of the
geometry and oftentimes the
developing of special shaders that are
used for this purpose
Fig 2.7.11 on p.83
35
36 Texture Painting
Geometry
Most 3-D computer animation (3D model)
projects make extensive use of
textures for the geometry.
Painted by hand directly with a
digital paint system or Image
map
Painted with traditional materials
and then scanned (Fig 2.7.8 on
p.80)
Texture painting and touch-up is
usually done by painters, often Bump
shared with the visual development map
team.
3. Postproduction
37
Once the images have been rendered, a
variety of postprocessing and
postproduction techniques can be applied
to the images before they are recorded
E.g.
Computer-generated images can be digitally
composited (Fig 14.1.9 on p.435, Fig 14.2.7 on
p.442) or mixed with other computer-generated
images or with live action
Computer animation can also be distorted,
retouched (Fig 14.2.1 on p.437), processed, or
color corrected
When computer animations are completed,
they are usually recorded on videotape or
film, or delivered in a digital format.
38
39
40 Getting Started with 3ds Max
https://youtu.be/fkBDThv77SU
Navigating the View with a Mouse
41
https://youtu.be/j1xtpWrNlw8
3ds Max vs Maya vs Blender
42