Here is the tracking and the final movie.
Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts
Friday, November 21, 2014
Compositing 2: Lesson 3
For lesson 3, we had to composite different aspects together to create one cohesive shot. First, we tracked footage in SynthEyes of a woman moving her head. Once the track was complete, we brought it into Nuke along with the other CG elements - the armor, the armor texture, scratches, dust, and a background. From there, our job was to comp everything together and color correct so that the shot flowed smoothly. I had a little bit of a hard time understanding certain aspects of the assignment, such as how to animate the light in the helmet. However, I was able to fairly quickly figure out the mistake and fix it. Overall, the scene is a little dark, but I am pretty happy with the final result. All of the assets were provided, I just put everything together.
Here is the tracking and the final movie.
Here is the tracking and the final movie.
Labels:
3D,
Animation,
Compositing,
Motion Builder,
Nuke,
SynthEyes,
Tracking
Thursday, November 20, 2014
Compositing 2: Lesson 2
The second assignment for Composting 2 was based in Nuke. We learned how to use Nuke's Motion Builder for this. I must say, this was more difficult than project 1 had been, mainly because of Motion Builder. I had a hard time lining up the points of the geometry correctly so that everything was in scale and proportion. Still, I am pretty happy with the overall result.
Here is the shot with the texture applied and with a simple checkered board applied.
Here is the shot with the texture applied and with a simple checkered board applied.
Labels:
3D,
Animation,
Compositing,
Motion Builder,
Nuke,
Tracking
Wednesday, November 19, 2014
Compositing 2: Lesson 1
For the first assignment of Compositing 2, we had to use SynthEyes to track a shot. SynthEyes was a little crazy to learn at first. It was very different from what we are familiar with, but overall, it was easy to pick up. The tracking itself was not too difficult once I got the hang of it. I'm pretty happy with the end result.
Wednesday, October 22, 2014
Software Technology: Marble Machine

For our research assignment we were told to team up and create a marble machine. This assignment brought quite a lot of trouble on. I split the modeling in half with my team mate, Luisa Reyes - so she modeled two of the props while I modeled three. We modeled in Maya and imported into Houdini in order to do the simulation.
Here are images of the props that I modeled.
The first big problem that we had was simply turning the models into Static objects. We could not figure out how to create the entire group of geometry static, so we ended up having to do it for each object individually. Our second major problem was making the shovel object tilt. In our original plan, we wanted the marble to roll down the ramp, land in the shovel, and the shovel move downwards due to the weight of the ball. We started off with the shovel being an active ridged body, and that seemed to at least make the object move, but we could not get our constraint to work. We tried using a hinge constraint because the model only needed to tilt on the z axis and not anywhere else. Still, no matter how we tried, we could not get the model to move properly on the hinge and eventually, the hinge just stopped creating all together. So our solution to the problem was to just convert the model into a static ridged body and raise the bounciness levels so that the marble could continue flowing into the next prop.
Our final problem ended up in a big headache. Originally, the plans were to have a funnel that had a connecting spiraling ramp so the ball could make it safely to the ground. We had turned this model static, but whenever the simulation was made, the ball would end up being stuck through the geometry of tube connecting the funnel and spiral. We thought that maybe it was a geometry issue, so we sliced up the tube and separated both pieces. That way the ball would surely not get stuck. After importing the new models, we made them static and simulated again. For some reason, the ball still gets stuck in the middle of the ramp geometry. We tried everything that we could think of, but we still could not figure out why this was happening and how to fix it. You can see in the video where the marble stops with the simulation. We plan to as our professor upon turn it for an explanation of why this is happening and how to avoid this issue in the future.
Here is our video of the simulation.
Monday, October 20, 2014
Software Technology: Lecture Activities
These are the activities that we completed during lecture.
The rocks helped us learn how to randomize multiple objects. We create 100 simple rocks then imported them into the Houdini scene. Using an expression, we created a random occurrence of rocks along a curve, including position and size.
With the cheese, we continued using the random expressions to not only create different positions along the grid, but so that each cheese has it's own unique set of holes.
The soccer ball that we modeled was to simply get started understanding Houdini. We learned where the proper nodes were to bevel, extract, et cetera.
With the coil, we made a tab system so that someone who is not familiar in Houdini can easily adjust the object. We added sliders to adjust the radius, height, coil density, and other attributes that anyone could possible need.
The rocks helped us learn how to randomize multiple objects. We create 100 simple rocks then imported them into the Houdini scene. Using an expression, we created a random occurrence of rocks along a curve, including position and size.
With the cheese, we continued using the random expressions to not only create different positions along the grid, but so that each cheese has it's own unique set of holes.
Sunday, October 12, 2014
Software Technology: Dominoes
For class we did a simulation using falling dominoes. We modeled and simulated the dominoes in Houdini. Overall, the project was pretty simple and able to easily complete. It helped to learn how to simulate in a low resolution model and then bake the animation in order to switch to a high res version.
Included here is the simulation and the node editor.
Included here is the simulation and the node editor.
Software Technology: Panther Couch
Here is a couch that I modeled in Houdini. To me, the couch does not look very comfortable, but I tried to follow the reference as closely as possible. It was the first real model that we did outside of lecture, but I'm fairly happy with the overall result.
Here are images of the couch with wireframe on and off.
Here are images of the couch with wireframe on and off.
Software Technology: Fence
For the fence, I started in Soft Image. I modeled each piece individually in Soft Image, and then brought the pieces into Houdini. I had not run into any real issues until I tired to merge everything together at the end. For some reason, when I merged the objects, it acted as if the normals were flipped. I believe that this has something to do with the models themselves, not the process in Houdini, but I'm not entirely sure how to fix it.
Saturday, September 27, 2014
Character Animation 2: Lesson 2
Here is my assignment for Lesson 2. For this we used a provided sound clip in order to practice lip syncing. This was definitely not my strongest project. Some of the poses could have been pushed more, and towards the end of the clip, the character feels as if she is mumbling. It seems pretty chatty towards the end. Still, overall, I felt that I did a decent job. Critiques are welcome
Pre Production
Final Animation
Character Animation 2: Activities
Here is a compilation of some of the activities that we have done in class. Most of the activities, I had no trouble with. Of course, some of the animation could be better, as far as poses pushed and such, but overall, I am fairly happy with how these turned out. As always, critiques are welcome.
Activities included: Parent Constraint, Stop, Take, Lip Test, and Cycle
Activities included: Parent Constraint, Stop, Take, Lip Test, and Cycle
Thursday, September 25, 2014
Character Animation 2: Lesson 1
So, here is my first project for Character Animation 2. Overall this project went pretty smoothly. I didn't really run into any issues, and I'm fairly happy with the final result. I started out this assignment by drawing up some pre pro, then I blocked out the scene. After doing multiple passes with the animation, I finally finish. A couple of the poses could be pushed, but over, I'm pretty happy. Critiques are more than welcome.
Pre Production
Final Animation
Friday, August 1, 2014
Character Animation 1: Lesson 3
So, here is my third assignment for Character Animation 1. I can say, the animation could definitely be better, but 3D animation has not proven to be my calling. Oh well. For this assignment, we were required to do a 5 step walk, a turn around, and to push the button. My walk is a little swingy. The hips seem to over rotate; however, the assignment required that our Rotation Y on the hips must be at least 35 and -35. I didn't quite agree with this, but I supposed the requirement is there in order to clearly see an over exaggeration. Also, I feel that my walk is too large. It's large in movement and makes the character appear goofy. Taking smaller steps, or adjusting the legs down can probably fix this. Still, at least my character makes it from Point A to Point B.
Animation by Hannah Epling
Scene provided
Monday, July 28, 2014
Character Animation 1 - Lesson 2
For this assignment in Character Animation 1, we were instructed to create 7 dynamic poses: Relaxed, Fear, Anger, Happiness, Sadness, Disgust, and a Balanced pose. Overall, I felt that I did pretty well, but the Fear pose could have been tweaked just a bit. This silhouette is not quite as readable as it could be. But overall, no complaints.
Animation by Hannah Epling
Character provided
Character Animation 1 - Lesson 1
As far as the walk itself, it does seem a bit bouncy and the feet tend to stick just slightly. Along with this, the turn-around could have been swung out more. Doing this could have avoided the character being so close to the mailbox at the end. Also, his body could have rotated slightly more at the end.
Animation by Hannah Epling
Character provided
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