Saturday, 28 November 2015

Modelling a Cowgirl Hat in Maya

Modelling a Cowgirl hat in Maya...
So far, one torso, two legs, two arms, one boot and one hat brim!




Friday, 27 November 2015

After Effects

First time using After Effects

Using the interface.
Alpha paints to block out keys.
Keying
Masks
Grids.
Camera tracking
And basic animation. Looking forward to practicing with some tutorials !



Maya Rigging

Basic Maya Rigging today...
Using the joint tool and gaining more understanding of the 'outliner' box and the importance of labeling and hierarchy....and choosing the 'baby' in the hierarchy first and then the 'parent'.


Spine joints illuminated in green. 


Creating nurbs in 'green' for the ankle and toe controllers (CTR)


 Basic skeleton with the controllers ( blue and green ovals/circles) on the foot


Basic skeleton showing the left (blue) and right (red) knee controllers (K) - positioned away from the skeleton. The white diamond shape is the spine root controller.


Skeleton without the wireframe of the character



Adjusting the X,Y,Z rotation orientation for the thumb joints


Wednesday, 25 November 2015

Vertex faces and 'duplicate special' command in Maya

Double checking that I have clean vertex faces....any random lines or boundaries will cause a problem down the line.
I've been playing with the 'duplicate special' command, which works similarly to the 'symmetry' tool.
Next step tomorrow is modelling under the arms and then connecting the leg...then I can duplicate one half and mirror it exactly.... and then combine and merge the body together....


Using cylinders to model torsos, arms and legs

Using cylinders to create a torso, arms and legs

Autodesk proving useful for tool tips and hot key short cuts....




2D character front view to 3D Maya modelling

Great links for anatomy and modelling...
I'm using an overlay of anatomically correct arms, as reference for my image plane, when modelling in Maya. I can then adjust the model for more accentuation once it's in place




These anatomically correct arms are found on http://melsrefs.tumblr.com/
Giving her a shout out link, as they're great and readily available on line for animators...




Great youtube tutorial for Maya female modelling

https://www.youtube.com/watch?v=jZekghp78x8&list=PLR6NkeqscAx1G47ES3keltSaZi4DNOpXk&index=40

Monday, 23 November 2015

3D character modelling in Maya

Ok, so I have a new computer that I believe could easily run NASA...
and I now have Maya loaded...at home.
Feel like I've just passed my driving test and I am now out driving on my own!

Beginnings of modelling a neon cowgirl. Must remember no triangles, no n-gons, symmetry command on....save in layers.
So far, I've lost the model completely and re-started twice.
Increment save activated!
Just the beginning....will be interesting to see how the legs and pelvis area move, and whether this is a good way to create them.
Learning curve!



Friday, 20 November 2015

Writing an Abstract

The Task Write an abstract which describes your proposed work for Masters. If possible, include a statement about the context in which you are working or the background to your proposal, key artists/ designers that may influence you and the problem or perspective that you propose to explore within your own work. You should also explain the methods that you intend to use. The abstract should be referenced using an appropriate system (e.g. Harvard method or Oxford method). The abstract should be between 450 to 550 words in length. 



DJ51019: Research Skills & Methods
Task 2: Writing an Abstract. 20 October 2015

Andrea McSwan

Title:
Using photographic dark room processes to tell a metaphorical story of a 2D protagonists fight to become 3D.


Set within a 3D computer generated dark room, the narrative, for my proposed animation for my Masters work, is metaphorically told through the mechanics of film negative processing. When a woman is taken hostage in the 2D world of a camera negative, she must overpower her captor and break free into the 3D world.

Both in terms of visual representation and progression of the story structure, the
Perspective of this animation will aim to present metaphors found within dark room photographic processes such as agitation to development; transformation of negative to positive; darkness and shadows to light and invisibility to exposure.  
The aesthetic style of the film will initially take the form of a dark limited world of 2D confinement, of hand-drawn flattened characters, scratched negatives, photographic manipulation and stop frame sequences.
As the emotional tension and drama builds, more metaphorical processes including magnifying, enlarging, agitating and developing will be incorporated.
Ultimately at the point of the transformative change for the protagonist, the aesthetics of the film will immediately change from claustrophobic dark monotone into the hyper real world of three dimensional realism, incorporating vivid Technicolor and 3D computer generated animation.

To inform the visual metaphors of the film, the methodology within the
pre-production process will include a framework of practical research, including film negative development processing; study of the mechanics of the Camera Obscura in Edinburgh; basic research into Ultraviolet/Infrared light and heat imaging and further study and experimentation into 3D computer simulation and modelling.
Creation of the characters, script, animatic and final film will evolve from a broad range of art and design methods including Concept mapping, Concept boards, Visualisation, Storyboards, Visual narratives, Sketchbooks/ notebooks, content analysis of documents, films, animations and websites. Further 3D research and study will include motion capture and computer modelling/simulations through the application and utilisation of software such as Maya and Mudbox.


In addition to the practical and mechanical findings contained within the methodology, active research methods will be engaged to explore the emotional issues pertinent to the narrative.
Analysis and observation of documentaries, websites, organisations that deal with issues such as domestic and emotional violence and The Stockholm Syndrome, will be analysed to inform and bring depth to the subtleties within the set, characters and storyline.

Visually influenced by key artists and film makers such as the painter Edward Hopper for his dramatic and simplistic use of light and Ralph Steadman for his disturbing erratic line drawings, the character and set design will be informed by a variety of visual styles and techniques. Taking inspiration from the animation, Ryan (Landreth 2005), and his characters which are both partially fragmented and transparent and yet have hyper real facial features, the designs for the 2D protagonist will present a blend of stark realism, striking use of light and shadow, plus animated erratic neon outlines. The disturbing emotional undertone of the animated short, Please Say Something (O’Reilly 2011) will also inform the set in terms of the atmospheric isolation found clinical world, in which traumatic and dark events take place.
And with a desire for justice theme and a dramatic tone, the film will endeavour to bring hope and encouragement to those who are facing a dilemma that requires courage to change.



References

 O'Reilly, D. (2011) Please Say Something 2011. Available at: URL
https://www.youtube.com/watch?v=Q2YdJy0w66Y&index=2&list=PLR6NkeqscAx1G47ES3keltSaZi4DNOpXk (Accessed: 27 October 2015)

NFB (2013) Ryan 2005. Available at: URL
https://www.youtube.com/watch?v=nbkBjZKBLHQ&list=PLR6NkeqscAx1G47ES3keltSaZi4DNOpXk&index=3 (Accessed: 27 October 2015)


Keywords

Animation. Dark Room. Film Negatives. 2D. 3D. Hostage.

Photographic process. Developing Transformation.

Head and Ear modelling in Maya

Maya modelling, creating an ear and merging it into the head.
I learnt today that merging and combining are two different things...

Combining is the equivalent to 'grouped layers' in Photoshop...and Merging is the equivalent of 'merging layers' in Photoshop


Using the 'draw quad' command in the modelling kit...


Character Modelling in Maya

Maya viewports below... plan, front and perspective view.
Modelling hands today - at one point I was inside the hand joining up webbing between the fingers!
Learning Maya is like learning to drive....
And AutoCAD is beginning to seem like 'echasketch' in comparison !



The Five C's of Cinematography

Great lecture this week on the Five C's of Cinematography..

1. Camera Angles
2. Continuity
3. Cutting
4. Close Ups
5. Composition....

Lots of ideas and food for thought for storyboarding!


Saturday, 14 November 2015

2D character design

2D character design using generic female animation turnaround characters found on line - both outline and 3D.
I've placed them as a layer in photoshop and then added a neon paint effect outline over the top.


My 2D character will be a 'neon cowgirl'...here's the completed neon outlines....


New layers added, each with a new neon effect to build up glow. Legs, arms, head, hat, torso etc all on individual layers.....


The beginnings of the costume design....including stylised hair which should be good for 3D modelling!
Gun holster and lasso next!


Character Modelling in Maya

Character modelling in Maya.
Using four view ports simultaneously, the front (elevation), side (section) and top (plan) views were all imported as image planes and the 3D model was constructed using the drawings as a guide.
The viewports layout was very similar to traditional draughting construction both traditionally on the drawing board and in AutoCAD.... and modelling in Maya felt more familiar this time!




Friday, 6 November 2015

Lighting tutorial in Maya...

The Maya interface.
On the left of the screen is my 3D view, showing the modeled room and backplate image, of Melbourne in the sunshine!
The red lines above it, indicate a direction light which creates sun light.
I used a combination of direction and fill lights to create sunlight to spill through the window and onto the bed and the floor - as seen on the right hand image (which was the render view).

Looking forward to playing with more lights !


Another view of the same configuration, with the room rotated to show the furniture. The lighting only shows correctly in the render view.


Texturing in Maya and Photoshop

Today's 3D lab task....texturing in Maya and Photoshop!

Here's the reference image of an Ikea room that we are working from....

Reference photo

Maya interface showing the room with UV mapping and applied finishes.
textures are .png files that are created in Photoshop...


UV mapping with textures in right hand bottom panel...


Wednesday, 4 November 2015

2D character reference ideas



Reference ideas for 2D character animation...images sourced on pinterest https://uk.pinterest.com/andreamcswan/msc-animation-vfx-final-project-reference/

And...

Dobbs, D. Fleming, B (1999) Animating Facial Features and Expressions.Charles River Media Inc
Frazier, C. (2003) The Illustrated Voice. Graphis, Inc
Maestri, G (2002) Digital Character Animation 2. New Riders Publishing
Nie, Y (2011) Illustrators In and Out. China Youth Press
Shulevitz, U. (1985) Writing with Pictures. New York: Watson-Gupthill


Tuesday, 3 November 2015

Wacom Intuos graphics tablet !

Well I've had my first experience of using a Wacom Intuos graphics tablet....
The depth of stroke and sensitivity towards the line I wanted to create was brilliant...
It was the equivalent of using an electric 0.3 propelling pencil, which converted into 0.9 thickness.... with the slightest of pressure.


Some tests for 2D characters
Played with different neon colours and outer glow settings....




Monday, 2 November 2015

Life Drawing

Proper old school life drawing class at DJCAD...
Great model, dramatic lighting and classical music....

1 minute poses...not enough time to even put masking tape on the drawing!











Creating 'neon' in photoshop CS3

For my 2D character design, I've been researching how to create 'neon' effect in Photoshop...

here's a great tutorial link...https://www.youtube.com/watch?v=mMpk_bk1L0I&index=22&list=PLR6NkeqscAx1G47ES3keltSaZi4DNOpXk

And this is my first attempt, using a sketch of an eye I created in a sketch book....
Just off now to do some life drawing, which will give me some new figures to turn into neon, and practice creating a sharper, sketchier line.....