Wednesday, 13 April 2011
Evaluation...
3D Character Animation finished...
Adding sound to the Animation...


Editing in premiere pro...


General rendering specs...
Tuesday, 12 April 2011
Animating... Final few scenes


Animating... the sword scene

Animating...

Animating... The chop

Thursday, 7 April 2011
Progress so far...
Animating...
Animating...
Render testing, early stages...
Animating first couple of scenes
Thursday, 31 March 2011
Rigging Nod...
Thursday, 17 March 2011
Ready to Start animating:

Here's the envirroment for the animation with all the models present. This is a quick render with the skylight and omni light as mentioned earlier. the postioning of the models is just for the snap shot obviously they will be laid out for the camera angles and lighting when ready to render the animation. Fingers crossed for the animation... :s
Adding materials to objects

The sword had a glossiness map and reflection map added to it to gave it a metalic look in the render. The water melon and the table both had textures gathered off the internet which where modified in photoshop and then applied to the objects in max with the use of the UVW map modifier. The breeze blocks were materialed the same way as the two above but a bump map was added to give the material more of a rough texture as it is meant to be concrete.
Other modeling for scene's

All models created:

model's being created
Once nod the ninja had been created i then started making the rest of the props and models needed from the story board. The first item to be made was a sword which was actually a tutorial off the web which i foillowed and got really good resuts. The sword is bacically plotted out in illustrutor and then extruded and shaped in max using the edit poly tool. After that i then created a table which is fairly simple and consisted if a rectangled shaped apropriatly and then two cyclinders placed underneath. its a fairly simple model but looks really good once the materials where added to it.
Then a water melon and concrete blocks where modelled which were very simple to create but what makes them is the materials used. i added a preset plant coz it just makes the back drop more interesting and vibrant.
Monday, 14 March 2011
Story board explained:
Storyboard
Nod the ninja animation (60 seconds)
Scene 1
Titles-Nod the ninja by matthew menzies in 3d text or 2d not sure yet.
Scene 2
Nod the ninja asleep on a plain white floor
Scene 3
Nod the ninja waking up and looking at the block he has to break with his ninja skills.
Scene 4
Nod not breaking the brick and then falling over from the impact
Scene 5
Nod the ninja picking up his sword and getting ready to cut the watermelon on the table.
Scene 6
Nod the ninja-loosing grip of his sword and it flying behind him into the distance.
Scene 7
Nod the ninja then getting sleepy and falling asleep on the floor
Scene 8
Nod the ninja sleeping while credits roll and then finish animation.
Thursday, 3 March 2011
Adding materials to nod...



Here is the material and rendering stages of Nod's creation. Firstly i just added the variuos colour materials by highlighting the areas with the polygons and picking a material and draggin it over the desired area. The top image is rendered using the skylight above and a omni in front to give the character more depth and shadow.
Modeling Nod the ninja continued...
Modeling Nod the ninja

New character: Nod the ninja

Character development
Thursday, 10 February 2011
First attempt at robot character


First ideas for my character
Thursday, 3 February 2011
More research: Character ideas
Research: Animated characters continued
The character body is an integral system so even seemingly separate movements involve the motion of other parts of the body. For example during a head turn in dependence of the situation the character will slightly move his shoulders and his centre of mass. During a walk the entire body will be involved in the animation not only the hands and the legs, even the head will have specific movements.
The animator is first an actor and only then a technical guru that knows how to put 3d models in motion. With present animation tools, animating a 3d model of living being is relatively easy from a technical standpoint, but showing a distinct personality that has a long history and character that's where the art starts. That's why it is called Character Animation and not Human or Creature Animation.
When animating try to understand your character personality and feelings.. Spend time acting the animation you work on in front of a mirror until you can achieve believable results only then start animating your character... This is the way to create appealing and interesting 3d animation.
As in the words of the father of animation motion pictures Walt Disney himself, "In most instances, the driving forces behind the animation are the mood, the personality, the attitude of the character" or all three. We think of things before the body does them."
Every single movement of an animated character creates an impact on the audiences, and that is why it is there for a reason, and is an essential part of the story. It is needless to explain that the very purpose of an animated picture is to tell a story and to make the viewer believe its characters. Unless the movements of a character are not related to each other, the flaw of the animator would become obvious to the viewer and the fact that an animator is behind the characters of the story reveals itself, which takes all the fun out of watching your movie.
According to Walt Disney, a thinking character is what can help make its actions look life-like, due to their connection with a thought process. This also makes these movements look believable to the viewer, who can relate to them. You should understand that it is the mind and personality of the character which is behind his or her actions, which the character thinks of something before he or she does it.
The best tools for an animator to convey the emotions and thoughts of a character are the eyes and the heads of the character. If you need to give the idea to the audience of what a character is thinking and what move he or she is going to make, then make sure you convey the message to them through the eyes by focusing on their movement.
But sometimes you have to deal with 3D models with no eyes and when animating objects like these, the head of the character becomes even more important, when it comes to the movement of the character.
The animator must create the animation while keeping in mind what the character is thinking, and his or her job is to convey the message from the eyes and the head of the character.
For instance, if you are working with the character of a mouse who needs to make a decision on whether or not he should take a chance of plucking off the cheese set on the mouse trap you should allow the character the time to think, and the eyes of the character will be the key to conveying the message while deciding whether the cheese is worth the risk or not.
But head and eyes will not be your primary leads for movement when the character reacts to an external stimulus, such as a bear dodging a large ball. And of course, when the ball strikes the tummy of the character, the impact it will create will cause the body of the character to move backward and so on.
Research: Animated characters





Start of research
Friday, 28 January 2011
First eye ball animation test
Quick eye animation using ffd box and point helper to animate both eye lids and eye ball with ease and speed. Very useful stuff indeed!













