Thursday, October 29, 2009

3D MODAL


3d Modling

I feel it is time I post about my own experiences now that my project have reached this critical point. I can now load, display and animate models with texture-coordinates, normals, vertices and specific material-settings using lib3ds. I saw no need to get the camera, light etc. though I'm sure it wouldn't be a big problem 




First thing it's a waste of time getting lib3ds if you don't know what a 3ds-file looks like in detail as that library have very few comments and there are only two examples available, namly player.c and 3dsplay.c. However those two examples, 3dsplay.c being a newer version with comments (!) shows how to load just about everything in a 3ds-file. If you know about the structure of a 3ds-file and enough C they shouldn't be too hard to understand.






I can't compare this to making your own file-format as I haven't done the latter. Though I was stuck on the animation part for a while and when I could only load vertices, normals and texture-coordinates I was thikning like I should just have made my own format. Then I got animations to work and started to love the binary form with nodes and meshes 

I've played around with Autodesk 3DS Max and I really enjoy the tutorial-movies that're included, but I guess Blender and any free alternative is just as good. 

If I had more time, or would do this again I would probably read up on the Collada format. I came across some notes about it and it seems interesting. If there is anything to say there weren't alot of help for the lib3ds in form of tutorials. Then again I've no idea what the Collada-libraries can give in that area 


3D MODAL

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Once I settle on the look and feel of an asset, I spend some time breaking it down into its basic 3D shapes using Maya LT. I like Maya LT because it suits many of my personal preferences, but alternatively, you could use any other 3D modeling app like Blender, 3Ds max, or zBrush.


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The body of the radio is basically a box with a few extrusions and beveled corners. Because of this, I used a modeling technique called box modeling, which starts with a simple cube (or a box). From there, I added a few edge loops to define where the different insets and extrusions should be made. After I made the extrusions for large flat areas like the speaker, I beveled the edges to round out some of these boxy area

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I thought it would be nice to be able to turn the knobs and adjust the antenna, so I modeled those as separate objects. The knobs are cylinders, and the antenna is also composed of long and thin cylinders stacked on top of each other.




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I thought it would be nice to be able to turn the knobs and adjust the antenna, so I modeled those as separate objects. The knobs are cylinders, and the antenna is also composed of long and thin cylinders stacked on top of each other.


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Modeling these items as separate 3D objects opens the possibility of a player character adjusting these items in the game. On the back there are some screws, but I don’t anticipate a player looking there much, so they’re just low-detail spheres cut in half.

Tuesday, October 27, 2009

2d work

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  • Techniques:
  • Traditional 2D animation (flick book, cel animation, rotoscoping, drawn on film, photographic stills);
  • Digital techniques for 2D animation (2D bitmap graphics, 2D vector graphics); application software, eg Flash, After Effects, Anime Studio, Toon Boom Studio, PowerPoint
  • Pioneers,
  • Eg Joseph Plateau (phenakitoscope), William Horner (zoetrope), Emile Reynaud (praxinoscope), Edward Muybridge, Edison (kinetoscope), Lumière brothers;
  • Explain the different techniques with examples?
  • How is 2D animation produced?
  • Who are the pioneers of 2D animation and give examples?
Development of 2D animation
  • Development:
  • Developers, eg Walt Disney, Hannah Barbera, Warner Bros, Norman McLaren, Len Lye;
  • Who are the developers?
  • How has 2D animation developed over time?
  • Give examples – (pictures, YouTube links etc)
 Contemporary animators
  • Contemporary work, e.g. Monty Python, Yellow Submarine, A Scanner Darkly, Persepolis; genres and forms, e.g. cinema, advertising, children’s television, music videos, computer games, mobile phones, websites
  • How do they use 2D animation?
  • How has it changed over time?
  • Give Examples – (pictures, YouTube links etc)
 Conclusion
  • Your thoughts about 2D Animation
  • Do you think that 2D animation would or has survived the modern world of CGI and Why?
Untitled
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Britannia by Joanna Quinn Submission/EvidenceIt is recommended that you produce a blog containing images and video links.  Alternate working methods can be discussed.DO NOT COPY AND PASTE WORK FROM THE INTERNET and make sure you reference all links and publications used.Grading criteria:P1 Summarise accurately the techniques and development of 2D animation with some appropriate use of subject terminology.M1 explain the techniques and development of 2D animation with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 comprehensively explain the techniques and development of 2D animation with elucidated examples and consistently using subject terminology correctly.GRADING CRITERIA EXPLAINEDTo achieve Pass:P1: learners will provide a brief summary of the development of animation, correctly identifying through brief outline descriptions the various techniques developed, and placing them accurately in the timeline. Reference will be made to key figures in the history of animation from the earliest to some contemporary practitioners.To achieve Merit:M1: learners will explain the development of animation by reference to detailed illustrative examples of the work of key figures in the development of animation from its beginnings to the present, paying detailed attention both to the content of the work and the techniques used to produce it. In discussing more recent or current work they will typically note the company which produced this work, the techniques they use and what they have contributed to the development of animation. Learners will show some understanding of movement expressed in a range of ways identifying traditional and non-traditional techniques.To achieve Distinction:D1: learners will show understanding of movement expressed in a wide range of ways using combinations of traditional and non-traditional materials, processes, techniques and technologies and these techniques will be given a full and clear explanatory discussion. The impact of each technique will be critically considered and linked to examples of both past and contemporary animators, their work and influence on others. These examples will be elucidated to show clearly how they illustrate the points and ideas they are being used to support. Awareness of the role of animation will be detailed and learners will make connections across the range of work they have considered – for example, between elements in commercial entertainment and advertising, fantasy and propaganda, and the experimental and artistic contexts.  
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