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3.5 Week 5 Advanced & Experimental Project 1

Week 5: Creating our 3D Storyboard

Introduction

This week, we had personalized feedback on our 3D Storyboard and Previs Shots. The animation I decided to choose was the one with the Skullchaser, so what follows next are some pictures and videos of my progress so far.

3D Storyboard

3D Storyboard – Skullchaser Animation

3D Previs Shots

What follows next, are the previs shots I created for my animation and the corrections I received from George in class.

Previs Shot 1: Establishing Shot

In order to introduce the setting and environment to the audience, I decided to show Halloween Town and the graveyard.

Corrections

I should evaluate if the camera rotation is necessary.

Previs Shot 2: The Golden Pumpkin

I show the golden pumpkin from different perspectives.

Corrections

I should make the animation a little bit slower.

Previs Shot 3: Calendar

I wanted to add a calendar to my animation to highlight Halloween Day.

Corrections

Since I already have my establishing shot, it is not necessary to show the window. I can rotate the camera and have the window in the background. 

Previs Shot 4: Skullchaser Presentation

In order to present the hero, I wanted to show the character and create a 3D logo.

Corrections

I should make the animation slower and zoom in into the character.

Previs Shot 5: Destination Presentation

I wanted to show the obstacles my character must overcome to get the golden pumpkin.  

Correction

I could invert the direction of the camera. Instead of starting to display the pumpkin, I could first show the buildings.

Previs Shot 6: Skullchaser Close Up

I created a close-up of the hero.

Corrections

I could make the animation longer so that I can add a facial expression into the character.

Previs Shot 7: Skullchaser Running Down the Hill

The character starts his journey running down the hill in order to get back the golden pumpkin.

Corrections

I should stick to the perspective of my storyboard, where the character runs following a diagonal path.

Previs Shot 8: Bats Coming out of Coffin

My character needed to have some enemies on the way, so I decided to animate some bats coming out of a coffin.

Corrections

It would be better to first animate how the coffin opens and some seconds later the bats start flying out from it.

Previs Shot 9: Skullchaser running

My character is being chased by bats.

Corrections

I should add some tracking to the camera movement, so that it follows my character.

Previs Shot 10: Bat Attack

The bats attack my character, and he loses his gun.

Corrections

I should make the rotation of the camera more slower and add more frames into my animation.

Previs Shot 11: Gun Drop

I focus on how my character loses his gun.

Corrections

I should add more frames to my animation at the beginning and end. 

Previs Shot 12: Shooting Bats

My character confronts his enemy and manages to kill the bats

Corrections

It would be better if the bats surround my character before he kills them. I should also keep more space between them to see them better in the scene.

Previs Shot 13: Pumpkin Holding

My character gets the pumpkin and holds it.

Corrections

I should think of how the character enters the scene to create a smooth transition with the last scene. 

Previs Shot 14: Pumpkin Lifting

My character shows the pumpkin like a trophy to the audience and now Halloween is saved.

Corrections

I could combine the last animation with this one.

Further Comments

I need to keep working on the timing of my animations as I tend to create quick camera movements. In addition, I would also like to think of an alternative way of starting and ending my animation to reveal more information about the main character.

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3.5 Week 5 Advanced & Experimental Project 1

Week 5: Piston Modelling & Driven Keys

Introduction

This week, we enhanced our design by adding a piston to our 3D model and we also learned how to set driven keys to automate the rotation of the fingers.

Creating a Piston

Piston Modelling

First, we modelled our piston by creating some cylinders.

Locators & Constraints

Then, we used locators to enable the piston to follow the rotation of the fingers.

Aim & Parent Constraints

We used aim and parent constraints to attach the movement of the piston to both locators (base & top).

Set Driven Keys

Set Driven Keys

The second part of our class consisted of learning how to set driven keys on the fingers.

This enabled us to automate the rotations of all the finger parts (tip and phalanges).

Finger Curl

For each finger, we set up a curl value from a scale from 1 to 10.

Instead of rotating each part of the finger individually, we now have one main controller that affects the entire movement of the finger.

Further Comments

Practicing how to set up locators and driven keys was essential in that these features will save us much time in the future by automating the movement of our models.

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3.4 Week 4 Advanced & Experimental Project 1

Week 4: Arm Finishing, Shading & Texturing

Introduction

This week, we finished our arm modelling and started adding some textures to our mechanical arm. Even though I was unable to attend lessons in person, I managed to watch the recording.

3D Modelling Process

Creating the Wrist

First, we started modelling the wrist, so I used the wireframe display mode to get a better overview on the pivot point and center the elements.

Learning how to Circularize Components

Since we wanted to add some some screws into our model, we learned how to circularize the mesh. In other words, we created circles within square meshes.

Modelling the Wrist

After creating the holes, I filled them up with the screws.

3D Renders

Mechanical Arm (Palm View)

Mechanical Arm

In order to render my mechanical arm, I added some textures and lights into the scene.

When it comes to the environment light, I wanted to maintain the purple color palette of the arm.

Mechanical Hand ( View)

Hand Bones

After modelling the structure of the arm, we started adding more details into our designs.

The picture on the left shows the bone plates we added into our hand. You can appreciate them because the palm of the hand is hidden.

Mechanical Arm Grip

Mechanical Arm Grip

After working on the design of the mechanical arm, we started posing the hand and how it would look if it interacted with an object.

For this purpose, we created a ball and placed the fingers surrounding the item.

Creating Functional Articulations

Besides from making our mechanical arm visually appealing, we also had to design functional articulations. In this sense, we had to create hierarchies to connect the three finger bones to our hand.

Hand Fist & Hand Grip

What follows next are two animations that showcase from different perspectives how the hand makes a fist and then grabs a ball. Whereas in the first case the finger rotations are wider, in the second one the fingers surround the shape of the ball.

Hand First & Grip (Top View)
Hand First & Grip (Bottom View)

Further Comments

Now that we have the structure of our mechanical arm, I am looking forward to rigging my model next week. Furthermore, I will also work on adding some details into my model.

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3.3 Week 3 Advanced & Experimental Project 1

Week 3: Moodboards

Introduction

This week we had to share our moodboards and ideas with George in class. Even though I was not able to attend the lesson in person, I was able to get some online feedback.

Moodboard 1: Skullchaser

For my first project, I would like to create a short animation with a running, jumping and shooting sequence as my aim is to develop a short animation for my portfolio reel.

I explored the websites George shared with us and bought the Skullchaser rig, which inspired me to think of a halloween environment for my moodboard.

Moodboard: Skullchaser

Storyboard 1: Skullchaser

The following animation tells the story of how Halloween town is in great peril as the Golden Pumpkin has been stolen. In order to restore peace in town, Skullchaser has to face some enemies and obstacles to return the pumpkin safely to the citizens.

Skullchaser: Storyboard 1/2
Skullchaser: Storyboard 2/2

Moodboard 2: Anxiety

For my second animation, I want to portray the sensations and feelings a person experiences when they are having an anxiety attack.

Moodboard: Anxiety

Storyboard 2: Anxiety

I can picture this project as an experimental animation, with a non-linear narrative and symbolic elements flashing through the screen. I will also explore the nature of the black and white dualism, as a way to portray and contrast a clear from an anxious mind.

Anxiety: Storyboard 1/2
Anxiety: Storyboard 2/2

Moodboard 3: Technological Singularity

For my third animation, I would like to work on a short film that focuses on the concept of ‘technological singularity’ that refers to the hypothetical future in which artificial intelligence radically influences human civilization.

Moodboard: Technological Singularity

Storyboard 3: Technological Singularity

Even though I have a concept I would like to communicate, I was not able to develop a full storyboard yet. I will need more time in the following weeks in order to think of a compelling story.

Technological Singularity: Storyboard 1/1

Reference List:

  • Toumey, C. (2016). singularity. Encyclopedia Britannica. Available at: https://www.britannica.com/technology/singularity-technology (Accessed 31 January 2023).
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3.3 Week 3 Advanced & Experimental Project 1

Week 3: Hand Setup & Naming

Introduction

This week, we started naming our layers properly in order to finish our hand setup, as it was crucial to keep them organized to make the modelling process easier.

Naming Layers

Naming Layers

The picture on the left shows the naming conventions I used for my mechanical arm.

It was essential to quickly identify each part of our 3D model in order to divide the arm and hand into different sectors and groups.

Hand Setup

Modeling the Dorsal Side

To get the rough shape of the hand, we created a cube and started editing the vertices.

We also changed the mesh preview to make the edges of the hand smoother.

I used a different color for the palm as it helps me to set the different parts of the hand apart.

Working on the Palm

We divided the hand into two parts in order to animate the hand smoothly.

Creating the Forearm Bone

We modeled a cylinder to create the structure for the forearm. In the following week, I am going to model the rest part of the arm.

Work in Progress

Further Comments

Now that I have modeled the hand and created the structure for the forearm, I am looking forward to creating the rest of the wrist and arm next week.

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3.2 Week 2 Advanced & Experimental Project 1

Week 2: Establishing our Worlds

Introduction

This week we had to share our ideas for the animations we would like to develop in the future. We were also asked to start thinking which set props we would need to create for our animations.

Presenting Our Ideas

Idea 1: Skullchaser

I would like to develop a short animated episode that contains running, jumping and shooting sequences.

I have already downloaded the Skullchaser rig, that includes different types of guns.

In the following days, I will try to come up with a story for my character.

Idea 2: Mental Health

I would like to create an animation that revolves around the topic of mental health.

I want to focus specifically on visually portraying anxiety symptoms. In this sense, the audience will experience them through different colors, characters and camera positions.

Idea 3: Artificial Intelligence

I would like to create an animation that tells the story of how artificial intelligence has already surpassed human civilization.

In order to achieve that, I will contrast the way robots and humans behave in the near future.

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3.1 Week 1 Advanced & Experimental Project 1

Week 1: Unit Introduction

Introduction

This week we had an introduction on cinematography shots and got an overview on the rule of thirds and the golden ratio. We also received a camera crane rig which we used to set up different shots in Maya. In addition, we learned about previs shots, which are used to show a rough idea of how the shot is going to be.

Exploring Camera Shots

I used some music reference videos in order to practice setting up my camera shot.

Machine Gun Kelly & Lil Wayne
Camera Shot in Maya
Bring me the Horizon
Camera Shot in Maya
My Chemical Romance
Camera Shot in Maya

Reference List

  • Bring me the Horizon (2020) Bring Me The Horizon – Teardrops (Official Video). Available at: https://www.youtube.com/watch?v=L5uV3gmOH9g (Accessed 13 January 2023).
  • Machine Gun Kelly (2022) Machine Gun Kelly & Lil Wayne – ay! (Official Music Video). Available at: https://www.youtube.com/watch?v=QwowRNLw8Fg (Accessed 13 January 2023).
  • My Chemical Romance (2009) My Chemical Romance – Helena [Official Music Video]. Available at: https://www.youtube.com/watch?v=UCCyoocDxBA (Accessed 13 January 2023).
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3.2 Week 2 Advanced & Experimental Project 1

Week 2: Unit Introduction

Introduction

This week we had our first session with Nick and he gave us an overview on our brief. By the end of this term we are expected to design, model and animate a mechanical arm.

Mechanical Arm – Modelling

In order to start modelling the mechanical arm, we first started with our fingers by creating polygon primitives. We learned how to insert edge loops and extrude faces to modify the shape of the fingers.

Distal Phalange

Distal Phalange

Middle Phalange

Middle Phalange

Proximal Phalange

Proximal Phalange

Mechanical Arm – Animation

When it comes to the animation of our fingers, first we had to set up the hierarchy of the fingerparts (Distal Phalange > Middle Phalange > Proximal Phalange). Then, we rotated the Z axis of each finger and placed them to form the shape of a hand.

Finger Rotation