I have now completed my animation assignment and I have created a collision sequence to a high standard and quality using Lightwave Modeller and Lightwave Layout. I have learnt many new skills within the programs I have used and many of them are transferable to other programs within the 3D modelling and animation world.
My product overall was interesting to make and it was a very interesting experience learning about various collision types, leading to me making my final choice of collision. I am happy with the collision I have created as it demonstrates perfectly a collision between a car and a large amount of rubble, which helps show how software can be used to create realism within animations.
I think the overall animation is very sleek and realistic, the car moves really nicely and appropriately, and the collision is very appealing to view.
I am very happy with my overall creation and progress and I will go on to use my newly developed skills in knowledge in the future, particularly when building up a strong portfolio of my work.
The only criticism I have regarding my work, is that the sequence is a little short, due to a few amount of frames and a large amount of key frames among them, making the overall sequence fast, though this does help to simulate the realism of a fast moving car, so I am still happy overall with my project in whole and my collision sequence.
I am also very happy with extension I added after the main collision sequence, I was able to add some extra random footage of the car moving around the sequence, to add some extra interest to it and overall appeal, I am extremely happy with my final outcome.
Unit 67 3D Animation
Monday, 27 April 2015
Post-Production
Before rendering my final sequence, I decided to add some extra footage, this footage is of the car continuing around the tracks, doing random turns and a flip. I have not created a storyboard for this part of the sequence, as if I was instructing someone to complete the same sequence, I would instruct them to follow the initial storyboards and planning, before having fun and adding whatever else they wish to the last of the scene, just to extend it and add an extra element of interest, as well as showing what the car model can do. Neither the actual positioning and movement of the car and camera is particularly important after the main collision event.
Below is my final render of my sequence. To render this sequence I set the camera to project a HDTV (1270 x 720) video at 30 FPS for optimum performance and playback.
Below is my final render of my sequence. To render this sequence I set the camera to project a HDTV (1270 x 720) video at 30 FPS for optimum performance and playback.
Storyboard
1st test draft storyboard
As you can see below, I have created a detailed storyboard for my 1st draft collision animation. This animation will be 10 seconds long, as you can see below, I have divided my storyboard into 10 segments, in which hold 30 frames, 30 frames = 1 seconds in my animation. I have identified where that car object will be at every 1 second interval and I have identified that when the car object collides with the brick wall, it will be destroyed and shatter into smaller pieces, scattering around the area.
Now I have a rough idea of what my collision sequence will entail, I am ready to create my final collision sequence storyboard, using a more detailed storyboard format to detail the movement of the car object and the camera object within the length of my sequence.
One change I have made in this collision sequence is that instead of a brick wall, their will be a large amount of brick debris. I made this change as when experimenting with lightwaves collision settings, I found that this would make for a much better collision as it is more appealing and spreads to a wider range and is much more interesting.
Car storyboard
Camera storyboard
Ideas Generation
Below are various ideas that I have generated throughout research and practice
Idea 1 - Car collision animation - This ideas involves the collision of a car model with a brick wall. In this animation the car model will travel a set path before colliding with a brick wall, in which it will destroy and shatter into many pieces over a large area, before passing through and carrying on along its set path.
Below you can see an ideas map for what this animation will consist of and the pre - production techniques I will use to help me create my final product.
Below is a series of rough sketch drawings depicting this animation process.
Idea 2 - Character run animation - This idea is for a third person animation in which a character will run through a set path, moving various body parts to create the illusion of the character being propelled by its own body parts.
Below you can see an ideas map for what this animation will consist of and the pre - production techniques I will use to help me create my final product.
Idea 3 - Weapon shooting bullet collision animation - This animation consist of a gun firing a bullet that will collide and pass through a wall leaving a hole marking its path. This will be done by enabling a collision between a bullet model that will emerge from the gun before following a set path and passing through the wall model.
Below you can see an ideas map for what this animation will consist of and the pre - production techniques I will use to help me create my final product.
After much thought and consideration, after carrying out my research and idea generation processes, I have decided that my final outcome will be a collision animation between a car and a brick wall. I have decided upon this as I think it will be the most interesting animation and collisions are a key part of any animated game or animated video and it would be interesting to see what I can personally come up with and how effective my idea will be.
Idea 1 - Car collision animation - This ideas involves the collision of a car model with a brick wall. In this animation the car model will travel a set path before colliding with a brick wall, in which it will destroy and shatter into many pieces over a large area, before passing through and carrying on along its set path.
Below you can see an ideas map for what this animation will consist of and the pre - production techniques I will use to help me create my final product.
Below is a series of rough sketch drawings depicting this animation process.
Idea 2 - Character run animation - This idea is for a third person animation in which a character will run through a set path, moving various body parts to create the illusion of the character being propelled by its own body parts.
Below you can see an ideas map for what this animation will consist of and the pre - production techniques I will use to help me create my final product.
Below you can see an ideas map for what this animation will consist of and the pre - production techniques I will use to help me create my final product.
Ideas 4 - Character jumping animation - This animation consists of a rigged character model that will have its bones manipulated to alter position upon jumping from the ground to elevated platforms.
Below you can see an ideas map for what this animation will consist of and the pre - production techniques I will use to help me create my final product.
After much thought and consideration, after carrying out my research and idea generation processes, I have decided that my final outcome will be a collision animation between a car and a brick wall. I have decided upon this as I think it will be the most interesting animation and collisions are a key part of any animated game or animated video and it would be interesting to see what I can personally come up with and how effective my idea will be.
Research and Production Log
Below are videos of work I created after completing rigging and dynamics tutorials.
Rigging - For this process I had to add bones to a bat model in such a way that would make the bats body completely animated, in order for me to simulate the flapping of the bats wings.
As you can see in the video below, individual bones were placed within the body of the bat and their position was altered on individual key frames to imitate a flapping motion of the bats wings. This is a very effective animation using the bones in Lightwave Modeller and Layout, and even more so when the animation is sped up.
Dynamics - For this process I manipulated different objects and their dynamics to create different results.
For my particular idea, I would like to gather research for a collision based animation in which I am going to make a car collide with a wall in which the car will collide with before passing through and destroying the wall. For this research though I will look into all different types of animation and give my thoughts on each animation. I will be looking into short animations and not full length creations full of multiple animations.
Above is an animation for a colliding bullet, in which the bullet collides with a teapot and destroys that object before passing through and leaving the teapot object in hundreds of pieces. I think this is a very effective form of animation that has similar aspects and properties as the animation I would like to create.
This particular animation is very smooth and the collision is timed well, as the teapot object destroys appropriately when the bullet collides with that particular model.
Above is an animation for a moving train. This animation appears fairly simple. The train would have firstly been modelled along with the track and pivot points would have been placed in the wheels so they rotate a perfect 360 degrees, but only when they train moves on a specified path which is on the track.
I think this is an effective animation, though it is clearly in the early stages of development.
Above is a simple walk animation created in Maya for a female character model. This animation would have been created by placing bones within the female character model and rigging them so they move along with different parts of the body appropriately and realistically when prompted to do so. Animations such as a walk animation are looped when implemented into games, so when a character moves the same animation is repeated upon completion when necessary or alters into a separate animation. Rigging a character can be a very difficult process, especially if you wish to make that character playable.
Above is a video containing a series of interesting demolition based animations. The creator of these animations has set the car to divide into separate pieces in a realistic manner upon various types of collision. This level of skill would be useful in racing games like Forza, though the quality of the animation is not 100% realistic though it is nearly at that level of a realism.
Above is a jump/dance animation. The character you see would have been rigged with bones so different parts of the character model will move when the position of bones are altered. This particular animation is based on a popular american TV host. The jump animation itself would have been created by altering the position of the bones at the time of the start of the jump, the jump in mid air and the jump on the way back down from the highest point. The character model will have been moved upwards with the bones positions being altered to give the effect of the different body parts giving the body momentum and propelling the body upwards before coming back down and the animation finishing.
Above is a running animation. This animation would have been created in a similar way to the walk animation further up this page. The character model would have been rigged with bones that will have been altered so that when the character moves forward they will assume the running position and each part of the body will appear to propel the body forward creating he running animation.
Above is a simple cloth falling animation, in which a cloth falls onto a glass bowl whilst not falling straight through it, but resting on the glass bowl model perfectly. This animation would have been created by setting the cloth object up with cloth traits and a collision that would cause it to alter its shape to the glass bowl model upon collision. I think this a very interesting and sophisticated animation and with practice the steps required to create this animation could be implemented in other simlar animations, such as materials resting on models like bed sheets on a slumbering character model.
Above is a wine pouring animation in which a liquid object collides with a wine glass causing it to alter its direction and to maintain within the wine glass object. This animation would have been created by setting a collision event between the liquid and the wine glass object causing the liquid to reflect off and back into the wine glass in an appropriate way. I do not believe that this animation is quite accurate, though it is very effective the wine appears to travel into the glass at a very high speed and it seems like too much of a paved animation, as the liquid moves in a very straight forward manner, rather then dispersing more and filling a wide area of the inside of the wine glass.
All of these type of animations are very interesting and diverse in their own way, I will make an assessed idea on what my animation will consist of by assessing this videos and seeing what I would most like to create.
Production Log (research and planning)
Below is my production log recording my research and planning, to see my production log recording the creation of my sequence, please see task 6.
Rigging - For this process I had to add bones to a bat model in such a way that would make the bats body completely animated, in order for me to simulate the flapping of the bats wings.
As you can see in the video below, individual bones were placed within the body of the bat and their position was altered on individual key frames to imitate a flapping motion of the bats wings. This is a very effective animation using the bones in Lightwave Modeller and Layout, and even more so when the animation is sped up.
Dynamics - For this process I manipulated different objects and their dynamics to create different results.
For my particular idea, I would like to gather research for a collision based animation in which I am going to make a car collide with a wall in which the car will collide with before passing through and destroying the wall. For this research though I will look into all different types of animation and give my thoughts on each animation. I will be looking into short animations and not full length creations full of multiple animations.
Above is an animation for a colliding bullet, in which the bullet collides with a teapot and destroys that object before passing through and leaving the teapot object in hundreds of pieces. I think this is a very effective form of animation that has similar aspects and properties as the animation I would like to create.
This particular animation is very smooth and the collision is timed well, as the teapot object destroys appropriately when the bullet collides with that particular model.
Above is an animation for a moving train. This animation appears fairly simple. The train would have firstly been modelled along with the track and pivot points would have been placed in the wheels so they rotate a perfect 360 degrees, but only when they train moves on a specified path which is on the track.
I think this is an effective animation, though it is clearly in the early stages of development.
Above is a simple walk animation created in Maya for a female character model. This animation would have been created by placing bones within the female character model and rigging them so they move along with different parts of the body appropriately and realistically when prompted to do so. Animations such as a walk animation are looped when implemented into games, so when a character moves the same animation is repeated upon completion when necessary or alters into a separate animation. Rigging a character can be a very difficult process, especially if you wish to make that character playable.
Above is a video containing a series of interesting demolition based animations. The creator of these animations has set the car to divide into separate pieces in a realistic manner upon various types of collision. This level of skill would be useful in racing games like Forza, though the quality of the animation is not 100% realistic though it is nearly at that level of a realism.
Above is a running animation. This animation would have been created in a similar way to the walk animation further up this page. The character model would have been rigged with bones that will have been altered so that when the character moves forward they will assume the running position and each part of the body will appear to propel the body forward creating he running animation.
Above is a simple cloth falling animation, in which a cloth falls onto a glass bowl whilst not falling straight through it, but resting on the glass bowl model perfectly. This animation would have been created by setting the cloth object up with cloth traits and a collision that would cause it to alter its shape to the glass bowl model upon collision. I think this a very interesting and sophisticated animation and with practice the steps required to create this animation could be implemented in other simlar animations, such as materials resting on models like bed sheets on a slumbering character model.
Above is a wine pouring animation in which a liquid object collides with a wine glass causing it to alter its direction and to maintain within the wine glass object. This animation would have been created by setting a collision event between the liquid and the wine glass object causing the liquid to reflect off and back into the wine glass in an appropriate way. I do not believe that this animation is quite accurate, though it is very effective the wine appears to travel into the glass at a very high speed and it seems like too much of a paved animation, as the liquid moves in a very straight forward manner, rather then dispersing more and filling a wide area of the inside of the wine glass.
All of these type of animations are very interesting and diverse in their own way, I will make an assessed idea on what my animation will consist of by assessing this videos and seeing what I would most like to create.
Production Log (research and planning)
Below is my production log recording my research and planning, to see my production log recording the creation of my sequence, please see task 6.
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