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This course is offered as traditional classroom course, as well as a web based hybrid course. The paragraphs in blue pertain specifically to students taking the DL version of this course. The paragraphs in black pertain to everybody. This course, like all others I teach, is not offered through ELI. Instead is offered as web based hybrid course through our Liberal Arts Division. |
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In the traditional classroom
course you'll be expected to work on the following 3 projects
If you are taking the web version of this course, you will be required to work on only one project, which must be chosen from the 3 listed here above. Working online is much more difficult, even with the option of coming to some of my regular scheduled classes. If most of your work will be done without my direct help, it will be best if you could concentrate on working on only one project. On the other hand I will accept more work as long as the work is done in the areas defined by the 3 projects, and with the subject matter I have chosen for these projects. The software that I support is Animation Master (A:M), by Hash Inc. A:M is the brain child of Martin Hash one of the pioneers in the field of 3D software programming. I have been involved with 3D modeling and animation since 1994, first with trueSpace v. 1, followed by Animation Master v.3. Later on I worked with Lightwave, 3D Studio Max, Raydream Designer (now Carrara), Bryce, Poser, XSI, Maya, Z Brush, Blender, Wings 3D, Wold Builder, Terragen, and QE Radiant a free program dedicated to level design. I wanted to own them all, and learn them all. It took me a considerable amount of time to realize that "owing them all" attitude was just not possible, as well as counter productive. Recently I narrow my software choices down to one: Animation Master. because of its ease to use and its extraordinary tools, it's in my view the best software you could use to create a digital portfolio in a reasonable amount of time. Off course if you are fixated with Maya it maybe hard to convince you otherwise. Maya was designed to be used by Production Studios to be reprogrammed for multiple users. Usually teams of specialists each using a part of the program, artists such as modelers, animators and technical directors, could work on parts of a project. In that environment, in most instances, they wouldn't see each other work until it came together at the end of the production. Production studio graphic artists are trained to perform specific tasks with Maya or XSI, which are programs not designed with the single user in mind. Animation Master was. Animation Master will allow you create models, 3D illustrations, and animation faster than any other 3D software because its learning curve is not as steep as those of other programs, and because of the most excellent support it provides. |
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Working with software other than Animation Master. Even though, in this course, I only support Animation Master, there's no doubt that any of these 3 projects could be done with other software. But if that is your plan, I would have to seriously question your intentions, and I would prefer talk to you first to make sure you are on the right track. Learning on your own is commendable, but I can't grade you just on that idea. also I cannot let you do anything you want because that is not the way things work in the real world. Keep in mind that this course is not about just "learning the software". |
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Production requirements for all versions
of Art 278:
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| The interface and tools of Animation Master: you must start here and get acquainted with the way things are done in A:M | |||
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Project # 1 |
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Modeling and
Animating a Fish.
Duration: 6
weeks. This project entails:
You will need to find photos of fish to be used as references. The same photos will also be used, with some modifications, as texture maps to be applied to the model of the fish. |
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The anatomy and appearance of a fish lends itself to the learning of basic modeling and animation principles. The fish propels itself forward by arching its boding and and using that arched position as a spring, the fish tail helps considerably in displacing the amount of water necessary in creating enough resistance to promote forward propulsion. In general terms what you are going to learn in this project will be applicable to other software. I am referring to a modeling technique known as box modeling. |
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>Modeling and animating a fish with Animation Master, this relatively new tutorial is intended for folks in both my traditional and the DL class, if you are in the DL class you must own A:M and be somewhat proficient in using it. >Modeling the fins with Animation Master, a continuation of the previous tutorial, fins are added to the body of the fish. >Texturing the fish. Bitmaps, photographical or hand painted images can be applied to the fish to make it look more life like. >Rigging the fish. Rigging deals with the process of adding control objects, known as bones, to the fish. Bones are associated or "grouped" with specific points of the object's geometry so to control it, as bones are moved the geometry will follow. >Fish Action. Actions are reusable animation created in A:M Action module. These actions can be applied to a model in the Choreography module. In our case we are going to create a fishtailing action to be applied to the fish
>Swimming on a path By constraining an object to a path the object's motion (in our case the fish) can be controlled as the object will track the path. By combing that motion with a fishtailing action produced by bones, the animation of the fish can acquire a more realistic look.
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Project # 2 |
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Modeling and Animating
a human character using A:M (Animation Master). Duration: 6
weeks. The human figure in our case a virtual model can be staged and posed in a number of ways for illustration purposes. The images and animations derived from this activity can be used to showcase your talent in this particular field. You should begin modeling the figure without detailed, details can be added later, what matters at the initial stage of modeling are the figure's proportions. |
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"Biped" means two legged, this term is often use to describe any two legged creature. The rig or skeleton that we are going to use to animate this biped character was obviously designed for two legged creatures. But before we get to that stage we got to model the biped first. Follow this tutorial: |
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Rigging a biped character For a complete tutorial concerning rigging and how to manipulate bones correctly look for the following two video tutorials from the Hash.com web site under Support > Video Manual > "Move it", how to manipulate bones correctly "Show Some Backbone", character rigging
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Creating illustrations During the modeling and animation process, you may overlook two important aspect of you production: one is the fact that during any given advanced stage of your production, what you see on the screen can be used for illustration purposes. A character can be used to illustrate a magazine article about physical exercise, or body types, or whatever may need an illustration involving the human figure. The other neglected aspect of your production could be that of not keeping a record of the history of your production. If you are taking my course you will need to do that. You presentation and your portfolio will look so much better, and your work will have much more credibility if a history of your production is kept. |
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Animating your character There are several video tutorials concerning rigging and animating a character available from the www.hash.com web site under Support > video tutorials. Please look at them and study them carefully. Replay them several times. Viewing them once is not good enough. The timing of your character motion is crucial. Animation software are not teachers, you need to time your action as close as possible to the way it is in real life, there's nothing in the software that will teach you that. Get a stop watch and start timing your action, try to find videos on the Internet that will illustrate the action that you want your character to perform, and let that guide you.
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Project # 3 |
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Modeling and animating a bird: for the time
being this tutorial is still in the works. But if you have modeled and
rigged the biped you should not have any problem with this project. A bird is an excellent subject to model and to animate. Birds a re capable of simple gestures like turning or bobbing their head or very complex one like landing and folding their wings. There are no ready made skeletons or motion capture for birds and for most animals, therefore you'll have to make your own. |
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Modeling a bird with A:M
Feathers, feathers are an option, in this particular tutorial I'm opting for paper-thin feather, by extruding edges. Another option can be that of extruding feathers, from the muscular portion of the wing, by extruding faces. Painting the bird, the word "painting" is used here in lieu of texturing, or mapping. In other words it refers to the process to applying a texture to the bird's geometry. |
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For a better understanding of the process or rigging, please refer to the fish tutorial, I'm not repeating here what I already have covered in that tutorial. |
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Animating the bird with Actions Animating the bird in the Choreography |
![]() This animation is not perfect, as you can see it doesn't loop well, the birds slightly jump between the last and the first frame of the sequence. This can be remedy easily, and I'll address this issue in the tutorial: Animating the bird. All my illustration in these pages have intentional small defects, which they are meant to discourage folks from "borrowing" my work. At least I would hope so. |
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Resting Roosting and Perching Birds activities such as resting, roosting, and perching can be used to generate ideas for animation, a bird when perching can move its head and wings slightly. You can base a simple but effective animation on that type of motion. Ideas generated from videos shouldn't be interpreted to the video original length, instead they should be anywhere between 1 and 3 seconds, and designed so they can loop. That can be achieved by copying and pasting the first key frame at frame 0 to the last key frame of your animation. Here is an excellent tutorial from hash.com web (17.3MB) illustrating how to copy an paste key frames to create a simple walk action that loops. We'll use the same idea and sequence of steps to make the bird walking. |
this is a commercial video, but please don't view it as such, instead see what you can learn from the bird's movements. |
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Trading flying for walking Chickens and ostriches are some of the few species of birds who have traded flying for walking. You could make your bird walk using similar guideline as those used for a human. This is the tutorial to study: waking action. This same animated walking action created for a human character, in this waking action tutorial, can be applied to a bird. But some modifications must be made to the bird.
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The two sample animation, here above, are based on the same identical walking action, the difference is that in 3 birds scene the bird's stride length has been shortened. A:M will allow you to adjust a character stride length as long as its face points to the world Z axis. This concept will be explained in detail in the BIRD WALKING tutorial. |
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| The animations here above have not been perfected, if you look at them carefully you may see that the bird's feet will go partially into the ground. Also the bending of the bird's leg may not look too convincing. I already explained why that is. I don't want to do all the work for you. As an animator you must study and research carefully how things move and how long it takes them to move. Use a stop watch if necessary. No software in the world will teach you how to time an animation, or how a particular skeletal structure is articulated. Above all there's no motion capture data regarding birds. | |||
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Working with trueSpace Caligari trueSpace 7.6 is now available for free. The product is now own by Microsoft Corporation. This is a great opportunity to own a top of the line 3D modeling and animation program for free. I've been involved with trueSpace since 1994, beginning with version 1. I have also created a large number of models and animation using trueSpace. There are several free tutorials available from the Caligari web site, regarding its latest version the 7.6. Learning trueSpace on your own within a semester, and, at the same time, produce quality work, it's pure wishful thinking.
trueSpace is a first class program, with a first class rendering engine. The illustration here above is of a character I have created. Currently I'm no longer providing new tutorials for trueSpace for Art 278 and 279, but the tutorials concerning modeling and animating the fish the bird and modeling a human, are still here in this website, and many more tutorials and illustration about trueSpace are available in other section of my web site, for Art 284, for example. Unfortunately at this point in time I find it difficult to support a large number of software titles. At the same time I don't want to throw away all the work that I have done supporting trueSpace, therefore I will leave all the tutorials I wrote for this program for anyone that maybe interested in them.
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Modeling a fish. Using the mirror modeler with trueSpace v. 6.6
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Only half of the fish needs to be modeled, the mirror modeler will take care of copying, flipping and attaching the other half. This will cut down your modeling time in half. | ||
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Creating multiple textures for the fish in Adobe Photoshop Texturing a model: UV unwrapping: general concepts concerning UV coordinate assignment to a model's surface, unwrapping and projections. (Required reading)
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Textures ad realism to a model, textures can be applied in one piece as they where projected onto the model, or they can be applied in pieces if the model is complex. In our case dues to relative simplicity of fish they will be applied as one piece (a single image). | ||
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Animating the fish with deformers
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Virtual deformers have no equivalents in the
real word. Once a model has been groped with a deformer, as the deformer
is deformed the model will acquire its shape.
Deformer will not show in the final rendition |
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| Modeling a fish with trueSpace v 5.x | This tutorial was made for an older version of tS, but it also offers you an alternative in modeling the fish in a single piece. | ||
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Modeling a low resolution character with trueSpace.
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The modeling strategies that you are going to learn in this project can be applicable to other software. In particular I am referring to a modeling technique known as box modeling. The figure that we are going to model is not going to be highly realistic, but given time, it can become the foundation for a much more realistic model. If you have not drawn extensively the human figure, you will need to find images dealing with the human figure to use as references. |
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| Project # 2. Modeling and animating a bird. Duration: 6 weeks. | |||
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A bird is an excellent subject to model and to
animate. Animating a bird, in particular, is relatively easy in comparison to animating the human figure. General concepts concerning Forward and Inverse Kinematics will be covered in this project with and used specifically in animating the bird's wings. |
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Animating the bird's wings
using Forward Kinematics
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Forward Kinematics is a technology designed to animate segmented objects, in other words objects that have been constructed in pieces. | ||
| Forward kinematics |
This tutorial deals with articulating the fingers of a human
like mechanical arm. It should help further your understanding of Inverse Kinematics. |
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| Rigging a wing | Rigging refers to the process of creating a skeleton for your model by the means of a technology known as bones. | ||
| > trueSpace projects and tutorials most of these tutorial were written for older versions of trueSpace, but the general idea concerning how to go about doing things, modeling strategies, and approaches has not changed in this program's newer versions. In this area you'll find tutorials on how to model a vast number of objects, from tools like a hammer and screw driver, to a car. You'll also find some architectural modeling. Sooner or later you'll come to the realization that some modeling routines even though when executed with different software share many similarities. | |||
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Project # 4 . Extra
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This project deals with another way of animating
a shape using point animation.
The AVI format can be converted to the GIF format in Adobe Image Ready. |
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