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Intro to 3D Animation Fall 2013
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Overview Attendance required – people who do not come to class tend to create not-very-good projects! One assignment: a complete architectural scene Indoor or outdoor Complete Elegant Due dates I will announce them on http://buzzking.mehttp://buzzking.me Training videos On http://3dbybuzz.comhttp://3dbybuzz.com
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Reaching me buzzking@rocketship.com buzzking@rocketship.com Please do not use my CU email – it is overflowing 303 437 7419 We will work on projects in class
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you will need autodesk maya: students.autodesk.com (free!) a video editor a sound editor an image editor
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Importing content you can import textures only You can use content from the Maya “Visor” But only for minor content
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Important you need a storyline You need a modeling and story inspiration Consider storyboards
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equally important No models inspired by any proprietary context whatsoever no downloaded models take on only what you can finish properly! that is why i am here...
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resources 47 intro videos on http://3dbybuzz.comhttp://3dbybuzz.com the classroom and lab machines have maya premiere final cut pro
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The biggest stumbling block Time for rendering your project! Please keep in mind that a full, crisp rendering is required
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Crafting an animated video animated video setting up a story
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Inspiration A model A scene A message Sounds
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Reference images Photographs Stuffed animals YouTube, Vimeo videos Pieces of art A audio recording
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Choice of modeling technology Polygon modeling for angular models NURBS for organic modeling But there are no firm rules at all!
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Building a scene Rough out the environment geometry - a cube or a sphere, or a ground and skyline Put in placeholders, for characters, furniture You may want to use the placeholders as the starting points for your models - turn a cube into a couch Use the natural boundaries of organic and non organic models when creating a hierarchy Consider painting on textures
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Giving a scene a feeling Lighting, shadows, materials Fog, transparency, length and sharpness of shadows A moving camera can reveal a scene incrementally or make us dizzy Skyline (perhaps with an environment material)
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Pay particular attention to.. Building a model with materials and animation in mind Outliner! A model and movement that is the focus of the viewer ’ s attention and is engaging
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Textures & materials This makes or breaks a model Budget time to do this right No ugly tiling No wrap-around seams No uneven projections Consider bump maps and layered materials
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UV Texture Editor Prep textures carefully Consider the UV Texture Editor Comparison Normal texture - uses the object ’ s normals Projection texture - uses texture ’ s normals UV Texture Editor tools allow for careful assignment of materials
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Consider Soft and hard body dynamics Cloth Fluids and fluid containers Motion cycles and the Graph Editor The skeleton generator Basing animation on deformers and/or blend shapes
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Overriding goals Create a scene you can finish completely and elegantly Try to create a scene and models that are compelling Don ’ t compromise on materials/textures, modeling details, fleshing out the surrounding scene, or rendering your scenes they way they look best
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Reuse & scaling Build out of components that are then put together in hierarchies - then the job of building a complex scene will scale more easily Make the components reusable Damage, dirt, aging of models can add a lot to believability - and hide obvious reuse
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