Tuesday, November 25, 2014

Castle Building


 Recently, I have been given the privilege to work in Autodesk Maya (A program made by a company who also released my favorite drawing program) and dive into 3D animation! For the first task we undertook, a castle was our goal. Using primarily rectangular prisms, cylinders, and a few planes, we were able to construct our basic castle structure.

The stairs that accompanied it were made of a simple rectangular prism with parts dragged up.



The extrude tool was our new friend for this project, and allowed us to drag up the blocky chunks of wall on the side without warping the whole wall in a similar manner to the hills.

The door was actually one of the hardest parts to put together. Using a thin cylinder and rectangular prism, we fused them together using the Booleans. Using it once for combining the two into a door shape, and a second time to use that shape to cut the respective shape out of the wall. I used a duplicate of the cookie-cutter shape to make the wooden door.

Plain old shapes don't add much life to an image, so with the aid of tiled images and pre made Maya textures, I placed stone and sand images all over the image. The bumps just added extra shadows.


Polygons are a concept in 3D animation that let me create the hills. As you can see to the side, the smaller squares have been warped together to create the hilly surface the castle sits on. With a soft select that influences all faces around it (The opposite of the extras function) I slowly dragged up small parts of it careful to not make the hills too blocky or unnatural. The final touch was the water



The small pond was actually quite simple, as you can see it's only one plane. I gave it a water texture, lowered the opacity, and set it in a low area of the ground. And viola, we had a simple pond.

This castle demonstrated many basics of animation, and I have found Maya less and less intimidating as I go on.










Monday, November 24, 2014

How Plumtrr's Escape Came Together

It's Story Time:

And today we're going to see how much can go into a single story


(The original story is actually quite complex: involving arranged marriages
and daring escapes, but this is the summary version)
What is a story without a good character? Not much, I'd say. Meet Plumtrr: an avian alien on the run. He's a character I made a year ago, (And one of many, at that), and he will be the star of the short animation I'm exited to share with you today! Shortly, we will be able to see him make his escape! The Idea for this was to create a short, multi-scene animation with a basic plot, and I feel I navigated those parameters easily.


Now, The story may be the meat of any animation short, but there is a lot that goes into setting up that  storyline meat and cooking it in a presentation-ready fashion. For this story, I dived into AfterEffects once again. Now, I am steadily getting more and more comfortable with the tools provided to me in after effects, and adjusting to the timing of walk cycles and similar things, so this was destined to be a huge step up from my last animation posted here.

I started where I perform best: on standard paper. I used up many sheets to get all the necessary bits and pieces for my animation (Line wise) in order. To the right, we se only one of the total 3-4 sheets I used in this stage of the development.

I had to be careful, while drawing, to leave anything I wanted to move separate from it's related parts. On the picture to the right, you can see how disjointed everything looks: the Bridge is apart from the ship, and Plumtrr's limbs are all over the place. There were even parts I didm' end up using later, but it's better to be safe than sorry, I'd think.

The next step was to scan the images in and drop them into Photoshop for some color.






In Photoshop, I used multiply layers to give color (And some texture) to the various aspects of each scanned image. I didn't do much shading, for a lack of time, but that would be something I would do in the future. And perhaps I'd have to make several copies of shaded images for different light sources. But for now, I didn't focus on that so much.

After each part was colored and separated out in Photoshop (With the use of the quick select and magic wand), they were ready to be plopped right into AfterEffects to be set up.

In AfterEffects, I began by setting the central point for each layer and putting the isolated pieces together like they should be. I parented most layers: The head to the body, the eyes to the head, and so on. The before and after images can be seen below:

Maybe We CAN put Humpty back together again. We just need AfterEffects! 



Look how cute and pixel-y he can be!

Now that we had all the pictures and images together and colored, it was time to put them into action. How did I do that? With compositions! Now, for those of you unfamiliar with the concept of compositions, think of them like those little Russian nesting dolls. If you make an image, like Plumtrr here, into a composition on it's own and make him walk, you can place that walking character composition as a layer in any other composition you want! You can even resize it as you please.

The two pictures to the right are images of the same composition in two different settings, set to two different sizes. If I edited the composition to dance, then in every scene containing that composition, he would dance rather than walk. (Which would be funny, but not quite what I was going for).

Using compositions, I was able to save time by not having to reanimate the walk cycle every time I needed him to go somewhere. This also works for backgrounds or environment objects, where it can be much easier to animate on their own, as not to be confused working on them in a more crowded and busy scene.

Now, I also used compositions to separate out individual scenes. For each separate scene I put together in a composition, I could edit how much of that scene or what order I wanted them in on the fly! It was very convenient and I will be happy to organize projects like this in the future.

But, to be more detailed, there was a lot more to it then just sticking everything in a composition and saying "That's good". This project tested my timing abilities and planning skills. If I didn't plan out the timing of a scene before hand, then one mistake meant I had to backtrack a lot to fix that mistake, which was never fun.

For example: the scene with the ships navigating the rocks took much longer then any other scene, because without a defined coordination to the ships, I was constantly redoing each collision to adjust.
And even when I did get a good deal of the timing down, I still feel that I needed more of a reaction when the ships hit the rocks. Everything moves a tad too smoothly and there needed to be more a jerk to each stop.

That scene had, by far, the most keyframes than any other, as seen on the left. it was the busiest scene in the short, and took the longest to produce in after effects.

(But even after all that, I regret nothing involving the attempt)



The last tool I revisited was the puppet pin tool, for a minor movement towards the middle. The puppet pin took is a good tool for living movements, but I had to use the opposing starch tool to hold the head in place.

With all these different tools set up to put my pieces into motion, I finished by placing the scenes together in a single composition, and exported it.

I and happy with the result, but I aspire to do better each time I attempt an animation. Soon I plan to incorporate shading and other physics aspects into my work.












Wednesday, November 12, 2014

The Intriguing Quandary of Photoshop

The Re-Greta-ble mountains



For this mini-project, we went through the process of extracting a mountain and placing it on a sky background, to make  surreal floating effect. Using a quick selection and duplicating certain parts of the mountain to give it a smooth bottom, I was able to make a solid, solitary rock out of a complete scene. The hardest and most intricate part of this was getting the mountain and the sky to match up enough in color so that they did not seem to clash or be out of place.

Using the color adjustments (Hue and saturation adjustment) and layer styles (Multiply, screen, soft light, etc.) I was able to match them. I used a similar technique on the other animals, but they do not quite match as well. For all objects in the scene, I used the quick select and refine edge/refine radius tool to get my selection. I used both a selection expansion and a manual eraser to eliminate my pixel fringe.

The result, clad with a pun-derful name, wasn't bad, but I probably could have feathered (aha) the bird a little bit to blend it better.

If anyone hasn't seen the spider yet, now may be time to look, ehe.

Here I learned about color and resolution blending, and how certain resolution images, like the bird, have a tendency to clash with the rest of a more blurred photo, unlike the fish or spider. The crisp details contrasted with other details of the image. I also messed with a soft layer mask to take the harsher bits of the fish out of the picture for a more seamless insertion.

Next time, I will be sure to find more complimentary images and extract them with more precision.