Final Obstacle Course
I placed my file in my google drive and worked between a few different computers throughout the project, an autosave set every ten minuets. I slowly got used the controls and made as much progress as i could with my limited skills in 3D design and various technical difficulties.
I used the move and rotate tool to shape how the character would move through the obstacle course. I gave them a fairly cocky and overconfident personality at the start, which fairly instantly deteriorated when they came about the second obstacle as they dangerously and dramatically fell down it and rolled into the third obstacle.
Unfortunately, a part of the humanik rig on the chest got deleted so i was unable to move the body further without some contortion on the spine.
I progressed as far as i could but soon ran out of time to complete the obstacle course. I am fairly happy with what i was able to create in this 3D world, although very short lived, and
Barry Rig in Maya Obstacle Course Test 1
I took a few practice tries to work through the movement controls to maneuver this Barry around the start of the obstacle course. Unfortunately, my fuse character of myself was meant to go through the course, but through some technical difficulties surrounding the skeleton rigging i am unable to.
After i had a better feel of the controls i focused on adding some character and personality into Barry. At fist i was thinking of putting more clumsy, messy, and uncoordinated characteristics to him but then changed it to a more sassy, bold, and overconfident style. This was only a short experiment overall, i will progress further on another rig in the near future, as this was mainly an experiment to understand the task at hand.
My Character in Mixamo
I applied my Fuse made character of me into Mixamo. In Mixamo there are countless animations that a 3D character model can be applied to. I placed my Fuse character into the online
Me in Fuse
In fuse we created ourselves into a 3d character. The program uses both modeling directly onto the model with the mouse tool and sliders for the various face and body parts. It took many tries to first get used to the controls and then to create an accurate depiction of me into a 3D character.
Barry was added to Maya for us to work with a character rig. Barry started off as a T pose at first in an empty map, so as a class we had a lot of freedom to move him around. I mainly played around with rig to learn how to use the skeleton of the humanik. I tried to form a short walk cycle but was unable to create something successful. The screen shots above show some stills of the movement i tried to make.
3D Basic Animation Block in Maya
In class, we created a short animation in Maya of these three shapes. The objects move from one end to the other of the map in the viewport. Using the time slider at the bottom to mark keyframes for the movement of the three shapes, and using the playback controls to view what has been constructed. I used the move tool to slide each object to the other side of the map.
This spaceship was made using cube objects and manipulating them using the move, scale, and rotate tool to create this chair like a spaceship. It was more so as a way to get more familiar with the tools, as Maya is a program I haven’t ever used before.
Another tutorial we did in Maya is creating a Column, using the same tools stated above with the spaceship.
Overall, I did struggle in Maya and creating these objects. I mainly found difficulty in controlling the tools and remembering the steps on how to use them – although this is likely due to my inexperience within the program. Issues aside, I am interested in getting a better understanding of Maya.
Pixar short research: ‘La Luna’
La Luna is a computer animated short film from Pixar. This short was directed and written by Enrico Casarosa in 2011. Other work the influenced and inspired Casarosa was his own childhood with his father and grandfather.
All the backgrounds in this short are handmade with pastels. Watercolours and Pastels were prominent in the design process for the textures as the animated wanted to use the least amount of CGI. Water colour paintings were scanned in and applied.
In an interview, Casarosa spoke about the technology used in the short.
‘Question: Does this film advance any technologies?
Enrico Casarosa: Not specifically. We kind of tried… We were kind of given TS3 technology which it wasn’t even brave. In fact a couple of times we wished we had some brave technology, on the hair especially. That hair was a little difficult, because we wanted moving hair. We were kind of asked to… It hasn’t been as much a place where to do R and D just because it’s not a place where they want to put a whole lot of expense. So our way was like “How can we get a different look with what we have?” I really pushed for scanning a lot of real materials like pastels and water colors, so we really achieved a look that I hope feels different and I think it’s different through using way more media and kind of scanning it and putting it into the background, putting them on the textures on the characters, on the objects, but we didn’t necessarily introduce new technology.’
– from: http://www.slashfilm.com/qa-pixar-short-film/3/
For audio, La Luna is primarily music based rather than speaking. The music is very orchestral and light, with instruments from the strings family playing the largest part.
Although the short focus more towards music, the characters do have some dialogue
The animation was very well received and nominated for an award for an Academy Award for Best Animated Short Film at the 84th Academy Award. It was added the beginning of the theatrical release of Brave in 2012.
Although it was a successful short, they had quite a tight budget and lack of recent software tools, among other difficulties. Although the short was paired with the movie Brave, the team didn’t have the same software, so animation the facial hair became a hurdle.
The animated short had a small team working on it. Casarosa led the team as the director and writer, he pitched the idea to Pixar and later goes to work on The Good Dinosaur. Kevin Reher was the producer.
Jobs in the 3D Workplace
Overall, 3D modelling can be used for almost anything, from medical to artistic.
Within the art field, examples that 3D modelling can be used in jobs for are:
The Games industry:
- Character Modeling
- Character physics Modeling
- Level design
- Environment artist
An 3D environment artist would hold an important role in games design industry. Skills the artist is required to have create a perfect environment would include modeling, textures, lighting, and more. The artist can be hired to create objects, a whole room, an entire field, a mountain rage, a mansion, and so much more. The environment can be sci-fi themed, dystopian or apocalyptic, a simple suburbia, a fantasy forest. What the artist can make in the 3d world is only restricted to the limitations of the games design and their skills. A variety of programs can be used for the creations of game environments.
- prototype modelling
- 3D concept modelling
Within the toy industry, 3D modeling hold a key role in the creation of toys. An example of a job would be prototype modeling. Once a toy idea has passed down a variety of design processes beforehand, a physical prototype would need to be put into place through 3D printing, but first a 3D model would have to be created for that. As you can see in the photos above both the 3D prototype design and printed and assembled physical model show part of the process.