Tuesday, 29 March 2011

Bowling with Reactor

Playing with reactor using multiple objects, we created a bowling scene. Similarly with the previous post, the floor had a mass of 0. The pins were given a mass of 10 and the bowling ball was assigned a mass of 20. To actually get the bowling ball to have some forward momentum, I moved the ball's position in scene 5 and edited the start frame in the reactor modifier to start at frame 3.
I found this tutorial very interesting, how just by manipulating certain attributes you are able to drastically change your bowling score! After playing with the different attributes, missing all the pins, having the ball fly off at such an angle I had no idea where it went, I then added a rotation to the ball and some finger holes.

I created the finger holes with Proboolean.

Using Reactor

During this tutorial we were using reactor to manipulate the gravity, mass, friction and elasticity of objects to create a sense of realism within the scene. This is my first successful attempt at using reactor, as you can see the red box has been given a mass higher than 0 and the pink box (acting as the scene floor) has a mass set at 0, due to it not moving within this scene. I played with the red box's default settings regarding the friction and more so, the elasticity so that the box would bounce on impact with the floor.

As I mentioned above, I have tried to use reactor before. When creating my martini glass model I did try to follow a tutorial that included setting up a concave object so that the ice would fall and land inside the martini glass realistically although when I tried this my version of 3D Studio Max decided to throw a wobbly and crashed each time I tried. I now, (through following this tutorial) feel more capable of using reactor and how it could potentially benefit my animation, with particular reference to the dice that I intend to roll realistically towards the camera is the opening scene.

Tuesday, 22 March 2011

Emotions in 3D


Within this tutorial we learnt how to create a head that was capable of displaying emotion within the face. We started with a rather gormless looking head which we converted to an editable poly. Next I cloned this head a few times for which to create different expressions on. I chose a wink, open mouth, raised eyebrow and a closed mouth which looked like a smile. In the modifier list, I was then able to select the original head (which I had left in it's original state) and added a 'Morpher' to it. This then gave me the opportunity to link all of the heads into the original model and by varying the percentage on each expression I could change the face of my model. Having done this, I then added a Turbo smooth to the original model and added some animation using autokey and assigning key frames along the time line in positions that I felt added to the animation.


After adding a Turbo Smooth

I particularly enjoyed this tutorial, probably as it was based on human expression and emotion, which I enjoy sketching in my spare time anyway. It is incredible how varied you can create a look on one face through a series of seemingly simple steps. I hope to use similar techniques in my finished animation. My rendered animation for this tutorial however did end up looking rather seedy!



Tutorial Animation

Tuesday, 8 March 2011

Kettle Roller Coaster(ish)


Here I have been experimenting with an object (kettle) following a line to create a path for the camera to follow. I have used a target camera so that we can view the kettle following it's path from a static point. Next I tried to experiment with a free camera to follow the kettle around the path in a rollercoaster-esque scenario.

Adding Stretch and Squash

To add a little more realism to some bouncing balls I have edited the spheres using the scale tool at the bounce point, whilst using set key, keying in each change of scale with the key button. Before adding the 'squash' I moved the pivot point so that the balls looked to squash at point of impact rather than at the centre of the ball. I ensured that my 'stretch and squash' curve (found in curve editor) matched the duration of the bounce of the ball. I found this was important as before I did this, my balls were stretching and squshing much more often than when they were bouncing.. which was not the intended result! This was a first attempt and so again, is a little primitive, although it does look more realistic than my previous video.


Animating Objects


During this tutorial, we learnt the very basics of creating an animation in 3D Studio. Above you can see some bouncing balls, created by manipulating the timeline through Set Key, adjusting the curve editor to add a sense of realism to how the balls fall (adding a sense of gravity) and also by editing the dope sheet and ranges to make the balls bounce separately from one another different start points) and at different speeds/durations.

I found this tutorial very interesting and impressed at the effect that can acheived after adding only a slight amount of animation. I know the animation above is very primitive, however it has shown me that any object can 'come alive' with just a simple application of movement.

I look forward to generating animations on my 3 models can't wait to have a play around and see what effects I can acheive.

Thursday, 3 March 2011

Neon Sign


For my third object I picked a neon sign, to show a different style of modelling and to use different techniques and to give me a bit of a challenge with regard to the materials that would be used.

Initially I created an arrow using the line tools and a lofting technique, which I also used for the wiring. I then used a text tool to create the ‘coming soon’ bulbs. Following this, I generated 42 hooks to ‘hold’ the bulbs onto the backing and positioned them around the bulbs. I initially created a case for the sign to be held in although towards the end of creating this model I felt that this was unnecessary. I created a backing for the bulbs to be held against the wall with and inserted some wires and an electrical box. I then applied various materials to each object, to create the neon glow and manipulated various settings to get the desired result I was looking for. To give the sign something to be hung onto I just created a plane to which I added a bitmap of a wall. I was quite pleased with how this model came out as I particularly wanted to use neon lights due to them being a significant trend in Las Vegas, the setting of my chosen film. Also in the closing sequence of my storyboard there is a scene in which some neon lighting would light up ‘Bond’ then flicker as realistic neon signs do, to briefly say ‘James’ for a split second, to return to ‘Bond’ as a nod to the famous Bond quote.

Although I have faced many obstacles so far in my experience with 3D Studio Max, I feel that I am slowly beginning to understand at least some of the techniques that can be used within the software, and the set backs that I have had have only helped to increase my interest within 3D Modeling. I just hope that I can pick up the animation side of things a little quicker!