Thursday, 24 April 2008

wk 10:last leg of rendering

Captains log, Star date 569687: I am still re-rendering my donkey scene over and over until I get the right quality, length and animation in the right place. The rendering times are up to 2hours 12 minutes now so it is taking a while!



My idea has been to make an advert, but to make it humorous by taking off an advert already in circulation, so I have been analysing these adverts to pick up the characteristics that they use, for example whether to use a voice over or have just text, or what song to have on in the background (which incidently I have already picked one of the ones that they have already used and seemed appropriate) and then cut it to the appropriate length.

Thursday, 17 April 2008

wk 9: recovery misson

Captains log, Star date 569686: After 3 weeks of modelling my donkey I had achieved an acceptable level, so I then added the bones and linked them to the skin and after some trial and error got it all lined up and working quite nicely, so after saving my work I came to re-open it a few days later only to find that somehow the bones had distorted themselves and taken the donkey with it! So now I have a messed up donkey but luckily I had my recent back-up copy to work from so it wasn't the end of the world!

I will have to now try a different approach to boning it now because no-one could work out how it went wrong!!

Here is the aftermath:
(the eyes are where the head is meant to be!)


wk 9: failed seas

Captains log, Star date 569684: Here is a video and a picture of my failed attempts at improving my sea as well:
(they were both videos but one was too big to upload!)


wk 9: almost done!

Captains log, Star date 569685: Below are the rest of my videos to date with an explanation of how I made it.



As I had not yet modelled a face in detail I decided to have my crying child look a bit more cartoon-ish, so with alot of help from some studio max tutorials I managed to achieve a childs face and make him cry!



Once I had modelled the face I used the editable poly to animate the smile by keyframing the movement of the vertexes. Then I made a teardrop from a sphere then added a transparent material to it and keyframed it moving down the face, then cloned it and altered each drop slightly to make the child look as if he is crying.

For effect I made the background dim and also made the childs head shake to add to the tradgedy!





Also I forgot to post a video of my deckchair that collapses so here it is:

(I modelled the chair from seperate parts and simply keyframed each part to collapse whilst corresponding with the general demise of the rest of the chair at the same time.


Monday, 7 April 2008

wk 8: (after easter break) 3 weeks of donkey rendering fun!

Captains log, Star date 569683: After 2 weeks of making the donkey (which I couldn't animate because the bones were moving all sorts of bits everywhere!) I made the rest of scene and when it came to rendering it the computer died and kept rufusing to render it, so I moved on to make the smashing sand castle scene where a foot treads on it and somehow managed to get that to work and here is roughly how I did it:

Firstly to create my explosion of the sand I created a PArray to do this.


The parameters that I changed were:
I linked my PArray to the sand castle with 'Pick Object'
'Object Fragments' to split the sand castle up
'Mesh' to view in the view port
'Picked Emitter/Get Material From' to add material to the particles
'Spin Time – 50' to rotate the particles
'Influence' to stop the particles from being altered by the castle
'Emit Start – 11','Life – 90' sets the start and end time in the timeline

To set an animation key I:

I set the autokey first
Object Properties dialog > Rendering Control group, right-click the Visibility spinner arrows to set this value to 0.0.
Then I right-clicked the key at frame 0. Then chose Box01: Visibility
Out – stairstep, makes visible till the next step

To add a blur I:
Right clicked the castle to get Object Properties
Enabled motion blur, then I clicked 'Object'

Then After this:
Right clicked the gizmo to get Object Properties
'G-Buffer' – 2
Rendering menu > Effects >Add button >Blur
Blur type > Radial
Pixel Selections > Whole image-off, Object ID-on
ID-2 > Add, then 'Update Scene'

To animate the blur I:
Curve editor > Dope sheet > Render effects > Blur >Blur Radial Pixel Radius
Add Keys – click at frame 0,11
Right-click a Blur Radial Pixel Radius key> I gave both a value of 0.0, and use dstairstep interpolation between them
Keyframe at frame 18, Right-click Blur Radial Pixel Radius key > properties > value 7.0
Keyframe at frame 100, Right-click Blur Radial Pixel Radius key > properties > value 1.0

Voila! Render time!



Also I made the water in my 1st scene look a tiny bit more like water than jelly! (look at my previous post for the even worse version)