Overall, I’m really proud of what the team has achieved, including every change that has been made with further feedback so close to the deadline. I changed the tunnel scene according to Kevin’s feedback from twisting the camera within the tunnel so that the dark side forest would be flipped upside down, but I tried to squeeze this into the time frame we had. I think that it stands out the most in the entire trailer because of its speed, but the frame rate could have been decreased to slow this down within after effects. I also think the scroll writing is a little shaky but it’s well done for only starting on the last day. Honestly, I was surprised at how unique and strange the lighting technique would turn out with our models and backgrounds, but I really like it and it is nice to have tried something new.
I really thought this module helped me learn so many new things. It was so different working with a company and hearing new feedback every week. I’m used to having my own work criticised by people I know but I felt like I was under a lot more pressure trying to impress someone from a company because I’d be looking for work placement later this year. I think this helped me work a lot harder and try to show Kevin where my skills lie but also that I can do quite a few different things.
I was extremely happy that I got to continue to work on my sculpting skills, carrying on from last semester’s multi-part project. I thoroughly enjoyed it and have gained many new skills from it this time around such as transferring normal and occlusion maps within x-normals, using zremesher to retopologise my high poly sculpts and being able to sculpt my own concepts. I believe this semester has helped build up my portfolio and my website for my next work placement, whenever this may be. I am happy to have learnt so much, even when the group project was difficult at times and when Kevin went out of touch for around a month and left me as project leader.
Ambient pass: flat colour. create an ambient light. bring ambient shade right down.
Direct light pass: just lights
Occlusion: change samples to change resolution. increase max distance if it doesn’t have the right spread.
Reflection: reflection of table etc.
Specular:
Benefit of having specular and reflection passes: can change the opacity later on or increase it. Separate specular pass is good to have for control over highlights.
Benefit of occlusion: good to have instead of final gather.
Multiply occlusion and ambient together. multiply rgb above it. direct light, linear dodge on top of occlusion and ambient. duplicate direct light on top of itself and change opacity. creates some more shading. set the reflection to screen it or add linear dodge. set specular to screen as well.
Order:
rgb_matte, specular, reflection, direct light, occlusion, ambient, beauty pass.
Create new layer, black and white gradient, from light window to dark room, multiply or overlay on top in photoshop to cheat some lighting.
If you want to change the colour of something you can replace it with an alpha mask to change levels or hue etc.
separate character shadow: assign material, use background, gives shadow in alpha channel
allows the end of the joint hierarchy to stay in place
easier to offset keyframe timing from the rest of the rig.
IK Leg Setup
2 IK solvers in maya:
Single-chain solver- simple solution that drives all joints by the single chain
Single- plane solver- allows control of the overall joint chain orientation- best for arm and leg ik systems.
IK legs are more common, FK leg animation is used only when a character is off the ground (swimming, flying, falling).
IK chain can be used on a joint chain with 3 or more joints. In a single plane solver it is common to control the rotation plane with a pole vector constraint (for animating the elbow or knee orientations).
Tutorial:
Most animators prefer to use gimbo mode (rotate settings) to help avoid flip rotations.
gimbal lock- two rotations overlap.
using a matchup tool to join fk and ik joints.
Class:
Create nurb circle- hold v to snap to vertices. hold d while in translate and hold v to snap to joint. freeze transform and delete history when done.
have 3 separate groups for geo, joints and controls.
create ik before parenting nurbs to rig. (ik between leg and ankle).
rotate plane solver- select first joint (top of leg) and ankle joint- can rotate without leg moving. parent ik handle (ik_leg), to under controls group. do this from ankle to ball of foot and from ball of foot to toe to have more control.
display animation- ik handle size, increase if its too small.
Use up and down keys to move up and down the hierarchy joints.
Create locators for heel, ball and toe- (can scale down in channel box). parent under foot control after snapping them to bottom of foot in areas. select the 3 iks (leg, ball toe) then ball and toe and parent to heel so heel is controlling the rest. Next- rotate toe locator (select ball loc, ik ball, ik leg and ik toe under the toe loc). can do toe swivels now etc. next- rotate ball of foot. move ik leg under bal loc.
To create control option in channel box, create attribute under edit options in channel box. windows, animation editors, connection editor (or use node editor to connect).
When animating try to use references. Can import the reference into another camera in maya. Use the sound as a guide as well. Any ambient sound may help with timing.
Alec showed us this tutorial on the varieties of textures and settings built in to maya. He told us to play around with our buoy models from last semester, to pick one and to texture it. He also gave us a HDR image to add detail to the reflectivity of the buoy.