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.




Sunday, 12 January 2014

Presentation Day ( Week 9 )

Presentation day. Propose my learning and execution progress to peers and lecturers. I present the reason of using backup plan to execute my project and based from what I've learn from both online and book resources applied to my artefact. These are the learning subject included for my presentation :








After the presentation, I've made a consultation with ZUI about the problems of structuring the arm bones. The feedback  is to prevent using IK for bone rigging and make sure it's separate to have flexible movement. Then I realized the tutorial is wrong so I proceed to refine my character's bone skeleton.

Learning Progress 7

As for Plan B I've decrease the character details from high poly to low poly, changing the interaction for my platform, searching for rigging and texture mapping tutorials through online resources. Apparently, I got a fail attempt for the first try while creating my model within the 7 weeks so I've been searching for alternative ways to speed up my character modeling, at the same time research on textures that suits my character.

 This is the texture for my character skin :
Skin: http://mddnoracle241.blogspot.com/
This is the texture for character's cloth :

Cloth : http://www.photoree.com/photos/permalink/4957095-16324044@N00

The image below is my finalize character design - Red :

Front view

Quarter view

Side view
I've research tutorials on UV wrapping for my character's features but then it's quite time consuming by adjusting and digitize the exact same face for my character. Therefore, I created the face manually to show the contrast between the face features which cost me multiple time faster than inserting UV wrap on my character face nonetheless I've difficulty in applying the colours to individual polygon and take some time to found a relevant tutorial based on my problem throughout the internet. Fortunately, I've found one tutorial that managed to solve my problem.

This is the tutorial that I've mentioned above: 


On top of that, the tutorial from 3Ds max learning channel about constructing a proper bone skeleton is not as helpful until the part where my arm does not function properly. If I miss one step, I'll lose the whole track in building up the skeleton as I'm a new learner for this section. Thus, I'll be research more to find simple and best fit for me to create a correct skeleton structure. Additionally, I'll refine the cloth mapping when I've extra time for it. 




Tuesday, 7 January 2014

Learning progress 6

Throughout the process of learning new knowledge and technology, I realized it's not attainable to have a big project idea with a limit timeline. Before that, I've minimize from 4 characters to 2 characters as well as changing the stories.However, it's still a large scale of character rigging and animation so in order to achieve a measurable project I decided to switch to my Plan B. I decided to shorten my story line which only focus on important scenes since Red Riding Hood is a general old folk story. So, I plan to make it in a fun way instead of repeating the story all over again.

Moreover, I'll be using Red Riding Hood as the only character to interact with the user. As for the user experience, user will be playing as the role of wolf to capture Red. There are a list of weapons for user to choose which kind of attack they prefer. It's a pleasure to receive advice from Joanne where she would
try to understand our working method and personality and  refresh back to the theory of smart target which I supposed to apply it into my learning progress.

On the other hand, I requires to refresh back to theory of smart target. attainable and measurable for my future project. What most important is being self awareness when comes to attainability. I need to ensure
 my ability to achieve a project based on the timeline given. By breaking up the strength : detail  and weakness: slow pace, somehow I need to balance both of them so from there I either go for less pages more detail or less details more pages.





Sunday, 5 January 2014

Learning Progress 5

During the research, most of the character templates require to purchase online so I can't really find a suitable model shapes for my character. I've no choice but working the model shapes on my own meantime I'm working on the rest of animation to prevent waste of time.

Friday, 3 January 2014

Learning Progress 4

I've constantly finding more solid modeling tutorials to have a better learning towards the new technology 3Ds max. It's a guideline on creating a simple cartoon character while I'm still having difficulty in understanding the tools. So meantime I search for tutorials about 3D studio max software functionality of the utilities to have a better working method such as shortcut keys.

Besides, I've searched for library books related to 3-D human modeling and animation by Peter Ratner. He talks about human anatomy figure and learn how to form the structure of the human features using the technology of 3Ds max. It's a useful book when it comes to detailing the human features. He also showcase a walk through of  tutorial about developing human face which I've learnt how to construct the basic of the character anatomy.


Wednesday, 1 January 2014

Learning Progress 3( Presentation day )

I've presented my walk through learning process within the 7 week to my peers and lecturers. Honestly, I've struggle with understanding the tutorials at first as I'm a slow learner so I spent more time on research instead of executing my project.

In addtion, I spent a lot more time on analyzing 3D character modeling tutorials, and sort of neglect the rest of the learning subject. Based on my perception it cause more time consuming compare to other learning subject. However, my guess was wrong, video mapping it's not as simple as I thought. After Joanne emphasized on my working method, I realized I tend to escape from learning tough process and starts to get confused with my  learning process between the 3 learning subject.

The obstacle that prevent me from moving my progress :
-Planning the working process with imagination but is not applicable in reality if I don't try out the practical part
- Software crashing constantly
- Escape from tough and time consuming process and move on to a new learning subject may cause too many direction to focus on









Learning Progress 2

I began to research on tutorials targeting on character modeling. I prefer looking at visuals and practice at the same time to understand new technology since I'm an innovative learner I tend to focus on specific learning subject and analyze this topic. The reason of choosing 3D studio max as my learning subject because I'm interested in producing 3D characters and create flawless emotional characters from my new learning skills.

My strengths are looking at the visual and reading at the words in order to understand a new topic. Throughout the tutorial, I've analyzed there are pros and cons in most of the 3D studio max character modeling tutorials. The benefit is the steps of developing the character however without explaining the settings or function of the tools. starting by forming a low poly which is the basic shape of the character then slowly shaping the details of the character. So most of my tutorials are articles and they tend to explain more and easier for starters like me to understand the basic of it.

Reference:
Lehtinen, A. 2010. 3D Monster « Polygon Blog 3D – 3ds Max Tutorials. [online] Available at: http://www.polygonblog.com/3d-monster/ [Accessed: 1 Jan 2014].

An example of good tutorial I've found during my research based on the link above. I can download the reference images to have modeling process easier front and side view and also images and point forms to have a clearer of steps for the process. There's also a list of steps in an ascending order so by following the steps while testing out eventually shows and by clicking the button tools allows me to explore the function of the tool settings to see the impacts on my character.

As for this tutorial, I've learned how to use the function of the vertex by cloning out the character pieces by pieces. It's a more direct and freely way of modeling the character. It's good for the starter to learn how to form the shapes easily however I might be satisfied just for a moment because modeling a character mostly from sketch not a prepared polygon character. The drawback of this tutorial is there's no direction as I'm confuse about where to start from.

This is my testing product according to the tutorial. Not as perfect as the tutorial ones but along the process I learnt different kinds of technique to extend shapes, forming the characters and get to understand what are the impacts of these buttons. - hard to catch up but as I practice along the way I begin to work faster than before.

Reference:
Afzali, H. n.d. // Cartoon Character Design - Ayasha //. [online] Available at: http://www.3dtotal.com/tutorial/3d_studio_max/cartoon_character_design_ayasha/ayasha_01.php [Accessed: 1 Jan 2014].

  • start from a simple character tutorial, not just about modeling the character but sharing some tips on how to create a good character by analyzing the characteristic and objective of my character.
  • learn how to organize and break down the elements of the characters before proceed to modeling.
  • begin with the basic shapes then adjust the edges to refine the characters.
  • the template of the body as reference for my character since the size is similar.
  • the usage of lightning to cast shadows and makes it more realistic
Other than character modeling tutorials, shortcut keys are important for me to work efficiently and save up a lot of time. This an article that contain whole list of shortcut keys for 3D studio max, it's impossible for me to memorize the whole keys but it's definitely a good reference to look at.  As I reference to this shortcut keys while modeling my character until I familiar with the keys are definitely something I've learned.

YouTube Annotation
Reference:
ReelSeo. 2011. How to use annotations to increase engagement [Creator's Tip #8]. [online] Available at: http://www.youtube.com/watch?v=o8Ax1XIQ9hQ [Accessed: 1 Jan 2014].

 I've learn how the annotation settings works, adjust the time frame and linking the videos. It's pretty simple and direct tutorial with clear explanation and step by step tutorial. Moreover, there's a 'ah ha' moment during the learning process of this video where at the end of the video it shows recommended videos to look at. It came across my mind, why not showing the flashback into the GIF box. to show what's going on with the wolf's mind for each of choice so that user knows the purpose of choosing the path lead to different consequences.

Learning Progress 1

My characters design are inspired by Disney art style so I've researched on character's face expression, anatomy and inspired cartoon character design. These are some of the model sheets that I found out is easier for me to test out.  From this model sheet, I've studied about the composition of face features based on reactions of a character with quarter view. Furthermore, I've also borrowed some Disney production progress book to learn how to create a step by step development of my storyboard and animation.
- how to exaggerate the facial expression of my character based on her characteristic

However, my preferable way of learning is to redraw everything from the actual character model sheets and experiment by applying into my animal character since all the animal expression are same just that the figure is different so I can improvise by changing little details and turn into my character. I've try to use real wolf images and convert them into cartoon characters which is quite tough for me to experiment because it still bring me back to the realistic look hence, I need to look at references that really similar to my working artefact. I realized my working method must be direct, if it's about cartoon then it must be cartoon references, if it's about realistic then it must be real images.

Reference:
Tsai, G. n.d. Concept art. [online] Available at: http://www.pinterest.com/pin/148267012705630680/ [Accessed: 1 Jan 2014].

  • By playing with the size of body parts able to make changes of characteristic and behaviour of a character. This model sheet allows me to study the anatomy of a wolf and how to maintain the a wolf characteristic by transforming a real to a cartoon version. These are my experiment sketches of my development characters based on my learning from this anatomy reference. 




Reference:
FocalOnline. 2012. Former Disney Animator, Francis Glebas - Drawing Tips & Tricks. [online] Available at: http://www.youtube.com/watch?v=gOz0BUoGa3U [Accessed: 1 Jan 2014].
  • This tutorial video on drawing tips in forming a Disney character from scratch. I've follow the tutorial and draw the exact character according to the process as the guideline for facial features to rest on from different angle. It's helpful to design my wolf character especially animal's behavior would be remain the same. 

Reference :
Idrawgirls. 2012. Rapunzel Disney face expression drawing. [online] Available at: http://idrawgirls.com/tutorials/wp-content/uploads/2012/02/rapunzel-disney-face-expression-drawing.jpg [Accessed: 1 Jan 2014].

  • I've taken down one of the model sheet as my reference to experiment the expression of my characters. By doing so, I able to find the one that suits the best characteristic that represent character herself. 

Reference

Experiment1

Experiment 2
SMART target is one of the important tool that leads me to achieve my goal with appropriate planning and make sure the project able to complete before the deadline. It's best to break down into different categories and how is it benefit to users from this artifact. This theory will helps me in the future project and the new technology will expand my skills to work more big projects.