Sunday, 9 February 2014

Learning Progress 14

After compiling all the animation, I came across this tutorial on how to composite image sequence in after effects , Targa files where Adobe After Effects managed to read the files and form the images into animation. Overall, my final product has been cut down to 2 weapons and situation due to animation refinement and render time which cost hours to render.

However, I've problem while compositing targa image sequence into adobe after effects, it doesn't pop out alpha properties as before and it cause my background turns out to be black instead of transparent so I've decided to try another method where using png file and render them in 3Ds Max with alpha settings apparently it works as well.

There are some changes made after the alpha test. I've delayed the timeline during user interaction part so that users given some time to make a decision. Furthermore, I realized the resolution of the character appears to be too sharp and cause her doesn't blend well with the background so I've decided to fast blur the character to balance the UI. Moreover, the shadow should be added in 3Ds Max but due to in lack of time I've insert the shadow in AE to show some depth however it still looks unrealistic. Meanwhile, it's best to render as image sequence to prevent crash files and it's editable in Adobe After Effects.

There's many things to learn in new technology and I tried to execute based from what I know. I need to be self conscious with myself hence I managed to create a small and simple artefact for now due to time bound of my learning and understanding the new technology. Thus, I considered this as my exploration project. I'll slowly improve myself from half of the character to a full complete character from time to time in the future and that's part of the reason why this learning progress helps me to make mistakes and self learning. I'm always seek for perfection when comes to detailing however I've learnt that planning is much more important in order to create a successful project.


Friday, 24 January 2014

Learning Progress 13

I was wondering how to add more key frames for my animation since my animation all occurred in one camera scene. I've learn how to re-scale the time frame and increase the key frames from this tutorial.
Source: http://www.youtube.com/watch?v=1HWkiLwPWwE. Additionally, I've created the animation by adding redundant key frames to make it look smooth until my classmate introduced me this tutorial where I'm able to copy and paste the key frames without repeating the progress.
Source:

I managed to complete 2/3 of animation for my first video scene as well as deduct the animation process. I've downloaded some online 3D model templates for my lollipop and rope so that I can reuse the models by changing the colours and re-size them instead of gather all the time to recreate these existing online materials.

Before editing:
Lollipop model
Lollipop source: http://www.turbosquid.com/3d-models/free-lollipop-3d-model/614205

Rope model

Rope source: http://www.cgtrader.com/3d-models/industrial/other/ropes#_=_
After editing:

I've merged them into a trap weapon to trap character Red.
Furthermore, I've experiment the resolution of the animation and I realized the zooming effect actually affects the resolution of the character and object.


Monday, 20 January 2014

Learning Progress 12

For my character animation, I've refined the bone skeleton around the arm area so that they can move flexibly at the same time searching for tutorial on how to export and render and animation file. Besides, I've found solution on how to loop the animation so that I don't need to recreate redundant animation for my walk cycle.

This is a prototype of my character animation, I'm still figuring out how to increase the resolution of the video.
I've came across a tutorial about exporting the animation to unity for further refinement such as camera angle and lightning. Nevertheless, all these functions are applicable in 3D studio max software is just that I've to explore the tools.

Learning progress 11

I've consultation with Zui about my bone structure issues  such as character rigging. Another tool -weight paint to reduce the influence of the polygon to detect my face and body sticking together. However due to my low poly character Zui suggested to increase the ring for the hand so have a smooth twining between the bone and the polygon might able to reduce the influence. Worst come to worst  been trying out to reduce the influence apparently it doesn't work so the only way to solve this problem is  by separating the head and the body since the head moving without details of the cheek bone.

Meantime, Zui has explain to me the purpose of schematic view as I've seen in some tutorial before but not sure about the function. Another way to solve this issue is creating a base for the character to reduce extra work by cheating an easier way to speed up a walk cycle making process. Furthermore, schematic view manage to organize the linkage between objects and select objects conveniently.

Biped tool also has been introduced where a bone structure is already prepared to skin with a produced character which I don't really prefer because the bones are set permanently is not as flexible as the manual bone tool when adjusting the size of the bones.


Sunday, 19 January 2014

Alpha test

Due to some obstacles during my character's rigging process and linking the bones together eventually leads me unable to proceed my animation stage. When my animation stage is not done, I can't determine the timeline of my video animation thus that one problem causes the important process slow down. Despite of that,  I've animated the title as part of the introduction which does not affect from these issues above so that I can directly proceed to edit the rest of the animation without being concern with other extra elements after solving the problems. In fact, the title definitely plays an important role to enlighten the users at the beginning of the video.

Moreover, I've prepared the storyboard and listed down what are the actions the character going to take. This strategy will helps me to execute my project immediately as I've all the guidelines done . I've also designed the interactive buttons and elements that will use as animated objects in the animation video. So, basically I just need to compile them together and produce my final artefact. As a reminder, I'll consult Zui to figure out some solution for the problem occurred.

These are the storyboards for each animation triggered.
Lollipop_weapon scene


Clamp Machine_weapon scene
Flowchart of the interaction:
All starts with the title introduction then continue with the weapon use to capture Red which depends on the user choices. Every chosen weapon will link to different Red consequences story. User can explore the storyline by clicking the annotation buttons to see what happen to Red or else the story flow will still link together if the user don't wish to click on any interaction buttons. 

As a consequence, the problems above are the ones delaying my working progress which cause me to skip my alpha test. Hence, I've prepared a schedule of future solution to polish up my project as well as speeding up the progress.


Saturday, 18 January 2014

Learning Progress 10

I've  organized and planned the video for each scene easier for me to cooperate with YouTube annotation. Furthermore, I've decided to animate title of my narrative and construct 3D elements as weapons to interact with Red Riding Hood to enhance the user experience.

Meanwhile, I'll try to analyse again what are the problems cause my character break the connection between the bone skeleton and rigging, however I'm still confuse with the mechanism. Thus, I decided to consult lecturer to suggest  a better skinning method rather than selecting the polygon parts to connect with the skeleton so that I able to solve my problem immediately and proceed to my next move.

Moreover, I've experiment the composition to place my interaction button and preventing from blocking the toggle area for animation purposes.

Learning Progress 9

To further improve my Plan B, I've scope down from two characters  to one character due to technology failure during my working progress and slow learning progress. The purpose of doing this is to work for my best to achieve my final artefact. I'll still stick to the idea of 'Catch The Red' game but I've simplify the animation to decrease the time bound and time length of video rendering. Furthermore, I've recorded some of the background videos and took some of the photos to experiment with my storyboard also perspective of the character.

Anyhow, my rigging problem has bugging me from experimenting camera mapping with my character today but I'll move on with UI Design and play around with YouTube annotation to make sure my progress is constantly working. Today, I managed to solve my character's bone skeleton problem by searching this simple tutorial that I've came across with. Instead of teaching one by one, this online tutor has speed up the tutorial process by teaching the necessary parts for bone skeleton and animation.

Nevertheless, I've faced some problems while rigging the character's arm, it cause distortion on the face based on Figure 1 and been researching for tutorials and websites for solution but it doesn't work. So, I've no choice but to consult lecturer,Zui to fix the problem on Monday which is at week 10.
Figure 1
These are the prototype UI design I've tested out:

Theme Title


Interaction scene
Every scene will occured in a same background because there's not much time to experiment with the location but it would still be fun by interacting with the buttons and trigger different interesting storylines.
I still need to refine the color mood to make sure the character blend in with the environment and also the shadows. Previously, my idea was creating a  first person view game whereby user able to see the perspective of the wolf yet it's hard to get the exact camera angle I required.

Hence, I've changed from video recording to photo mapping since there's no difference between them as the background elements are not moving and adding environment sfx will bring the photo alive too. The benefit of this is able to decrease render time and increase the speed of uploading to YouTube channel so that I've more time to refine my video timeline for my annotation settings.