so far I have managed to reach these goals set out for my craft development :
- Green-screen Stop motion utilising after effects for digital animated backgrounds
- Completed a basic digital light animation test using trapcode form
- Completed a basic augmented reality test using google sketchup 3D architectural modelling software & an A.R. Plug in
- Completed basic 3D modelling of a scene in MAYA 2010
- rotoscoped a dance scene using Adobe photoshop, premiere pro and after effects
- Created & built a zoetrope style projector out of household materials & ingenuity that projects an organic animated dance sequence
- Modified this system to be used as a praxinoscope style machine where the physical animation is on the machine & created by persistence of vision
I have been looking at a plug-in for MAYA that may work with my other physical animated projects such as stop motion & the praxinosocope-esque device. there is a cheap plug-in called Cut-Out http://www.dunreeb.com/3dplugins/ that allows 3D MAYA models to be translated to cut out print outs to make paper 3d models without the hassle. this could be useful in creating backgrounds & characters for stop motion animation.
Sunday, 19 December 2010
Babysteps into Maya 1: creating a background model from scratch
due to technical problems with CS4 I changed tact & started my first attempt at 3D modelling in MAYA autodesk 2010
there is some background information on the technical & mathematical practices that seperate 3D animation from other types of animation here explaining the basics & keyphrases (I myself am not a highly mathematical person so feel this may help!):
http://en.wikipedia.org/wiki/3D_modeling
http://en.wikipedia.org/wiki/Nonuniform_rational_B-spline
http://en.wikipedia.org/wiki/Polygonal_modeling
I started by creating a new project and a new ground plane which is the ground foundation for creating 3d scenes

I then [using the 3D object tools] set about creating new, seperate polygonal primitive shapes for the sky/enviroment (a sphere)), buildings (cube) , roofs (cylinder). I then scaled, rotated & moved the shapes along the three XYZ axis' to modify the shapes to suit the building components. I turned on autoshading so i could see a preview of the rough 3D model while i worked.

I collected together the shapes into groups (e.g. cylinder + cube = house & roof) to create the houses & lamp-posts, then duplicated the houses to create a street.

I had only a stick like cylinder for my lamp-post so I changed the mode to single component tools, this meant i could manipulate the look of the shapes from tiny points (nodes) anywhere on the shape. Using this method I reshaped the cylinder into a more recognisable lamp-post shape

I once again used duplicate to create a street full of lamp-posts. I then created a NURBS (Non-uniform rational basis spline) shape. Using NURBS rather than polygonal 3D shapes gave me better ability to create complex un-rational 3D shapes such as an electrical wire for the lamposts running between the houses. I edited thses wires the same way as the lamp posts using component mode to manipulate the wire shape then duplicated that after using a NURBS fine shading preset to make the wires look more 'organic' & less 'building block-like'

Using the previous NURBS primitive shapes, single component manipulation & duplication methods described above I created awnings for each house in the street.
there is some background information on the technical & mathematical practices that seperate 3D animation from other types of animation here explaining the basics & keyphrases (I myself am not a highly mathematical person so feel this may help!):
http://en.wikipedia.org/wiki/3D_modeling
http://en.wikipedia.org/wiki/Nonuniform_rational_B-spline
http://en.wikipedia.org/wiki/Polygonal_modeling
I started by creating a new project and a new ground plane which is the ground foundation for creating 3d scenes
I then [using the 3D object tools] set about creating new, seperate polygonal primitive shapes for the sky/enviroment (a sphere)), buildings (cube) , roofs (cylinder). I then scaled, rotated & moved the shapes along the three XYZ axis' to modify the shapes to suit the building components. I turned on autoshading so i could see a preview of the rough 3D model while i worked.
I collected together the shapes into groups (e.g. cylinder + cube = house & roof) to create the houses & lamp-posts, then duplicated the houses to create a street.
I had only a stick like cylinder for my lamp-post so I changed the mode to single component tools, this meant i could manipulate the look of the shapes from tiny points (nodes) anywhere on the shape. Using this method I reshaped the cylinder into a more recognisable lamp-post shape
I once again used duplicate to create a street full of lamp-posts. I then created a NURBS (Non-uniform rational basis spline) shape. Using NURBS rather than polygonal 3D shapes gave me better ability to create complex un-rational 3D shapes such as an electrical wire for the lamposts running between the houses. I edited thses wires the same way as the lamp posts using component mode to manipulate the wire shape then duplicated that after using a NURBS fine shading preset to make the wires look more 'organic' & less 'building block-like'
Using the previous NURBS primitive shapes, single component manipulation & duplication methods described above I created awnings for each house in the street.
Saturday, 4 December 2010
Zoetrope/ zoopraxinoscope
As part of my light animation test I have decided to invest some time into harking back to the original means of creating film through craft & light: the era of Zoetropes, Kinetoscopes & Zoopraxinoscopes!!
With the weather turning beautifully snowy I decided I wanted to make the most of the white background & reflective surfaces. as well as normal light painting I wanted something that would look organic & magical.
I have decided to create an approximation of a zoetrope. I will project light through a spinning disk of cut out images - (for example a walking cycle of a man). With the spinning motion of the disk of cut out shapes, the light will luminate through and project the images onto a canvas, the canvas in this case will be the white & reflective snow!!
I will build the zoetrope and the spinning mechanism out of household items, use LED/torch lights for my projector light, and if needed I will salvage an old canon 55mm lens to project the light source.
I will then add this to my final light animation test.
TOY STORY ZOETROPE
LASERLIGHT ANIMATION
With the weather turning beautifully snowy I decided I wanted to make the most of the white background & reflective surfaces. as well as normal light painting I wanted something that would look organic & magical.
I have decided to create an approximation of a zoetrope. I will project light through a spinning disk of cut out images - (for example a walking cycle of a man). With the spinning motion of the disk of cut out shapes, the light will luminate through and project the images onto a canvas, the canvas in this case will be the white & reflective snow!!
I will build the zoetrope and the spinning mechanism out of household items, use LED/torch lights for my projector light, and if needed I will salvage an old canon 55mm lens to project the light source.
I will then add this to my final light animation test.
TOY STORY ZOETROPE
LASERLIGHT ANIMATION
Friday, 3 December 2010
basic computer animated light tests
I have completed my first basic baby steps into CG digital light animation. I used a light plug-in compilation, particularly 3D stroke & Form. these programmes are for 3D light drawing & computer generated light, smoke & particles.
-I created a new solid layer in after effects, and applied Form to it. I then created a base shape to animate.

I set different paramaters such as twist & disperse to change the flow, size & movement of the particles. these were key framed on the timeline.

Once I had the keyed settings I loaded up 3D stroke and dropped that on the layer. I then simply used the Pen tool in after effects to create a path for the 3D stroke to follow, I then changed the start & end points for the effect to follow and I had my light drawing effect.

Heres the finished basic test
-I created a new solid layer in after effects, and applied Form to it. I then created a base shape to animate.
I set different paramaters such as twist & disperse to change the flow, size & movement of the particles. these were key framed on the timeline.
Once I had the keyed settings I loaded up 3D stroke and dropped that on the layer. I then simply used the Pen tool in after effects to create a path for the 3D stroke to follow, I then changed the start & end points for the effect to follow and I had my light drawing effect.
Heres the finished basic test
Wednesday, 1 December 2010
ROTOSCOPING
This is my research into the different styles that can be achieved through rotoscoping over live footage - I will attempt several of these styles when I rotoscope my greenscreen footage of myself.
Watercolour painting effect
http://www.youtube.com/watch?v=GvrnLlqQca4
Ink and paper storybook effect
http://www.youtube.com/watch?v=YKIUHpyRk1I
Interpolated rotoscoping ie Scanner darkly
http://www.youtube.com/watch?v=CIu0NMDjtCI
Abstract expressionist style
http://www.blogger.com/goog_453129351
semi-Realistic style
http://www.youtube.com/watch?v=aIT87On4ktU
http://www.youtube.com/watch?v=Pi2U-Ewn-vQ&feature=player_embedded
Watercolour painting effect
http://www.youtube.com/watch?v=GvrnLlqQca4
Ink and paper storybook effect
http://www.youtube.com/watch?v=YKIUHpyRk1I
Interpolated rotoscoping ie Scanner darkly
http://www.youtube.com/watch?v=CIu0NMDjtCI
Abstract expressionist style
http://www.blogger.com/goog_453129351
semi-Realistic style
http://www.youtube.com/watch?v=aIT87On4ktU
http://www.youtube.com/watch?v=Pi2U-Ewn-vQ&feature=player_embedded
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