Session with George – Term 2


-> 08 Feb 2024

Week 5 – Critic session

I record all previs versions in syn-sketch here.

Here is feedback this week.

  • The teacher demonstrated to Maya how to enhance the ending scene, suggesting adding a moment where the ball shakes its head to imply anticipation.
  • Exploring the use of exploding effects in Maya, I learned to adjust the transparency of texture colours to achieve the desired smoke disappearance effect.
  • Integrating animation principles such as squeeze and stretch, particularly during dynamic actions like jumping or running, was advised by the teacher for more lifelike character movements.
  • For smoother transitions, it was recommended to keep the camera static and centred on the character in every scene, ensuring the audience’s focus remains on the animation’s overall flow.

I found it interesting when the teacher suggested writing down the story before and after the events in the animation. This approach helps build a logical sense when constructing the world and gives direction to the style and personality of the character.

For my character, who lives a tedious, repetitive daily life, I imagined that his parents also lived the same sad life. The character tries to make a change but ultimately ends up in the same routine.

-> 2024 02 08

Building Scenes Modeling

Before creating the previs animation, I constructed my own scenes using basic geometric modelling in C4D and then exported them into Maya.

I also looked at pictures of typical office life. I like how they are arranged consistently, and it looks really cool.

Details:

Commencement speech: This scene is referred from some online photos.

About character design:

The teacher also suggested I model a character with arms that don’t connect to the body. This approach can help reduce problems during the rigging phase.

Planning of character design.

Since the storyboard will go through different stages of life, I plan to create various clothing textures to apply to the same model. This approach maintains consistency and makes it easier to work with, as I don’t have any transition cuts in my animation.

This is my simple draft of the character design:

Design planning.

I model the character on my own. ( Sorry, it’s in C4D. )

Adjust the model.

I learn rigging from Marianna! She teaches me how to use advanced skeletons in Maya. Here are recorded notes on how to set rigging in Maya.

Rigging
  1. add skeleton

2. Deform > select deformJoints

3. Choose the Geodesic Voxel

I always forgot the steps !!! ( deform > select > set )

Here is a video I always jump into if I have any rigging problems.

Other problems I faced:
Sometimes in Maya, the mesh may appear upside down. To fix this, we need to reverse the mesh back to its correct position. Here’s how to solve the problem:

Finally……….

I am testing the rigging setting in the first step of the rig in MAYA. ( It is even the first stage of rigging. So painful. )

Testing rigging in Maya:

test in C4D render ( oops )
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-> 06 Feb 2024

Rigging a ball in MAYA

This term, I am also learning rigging in Maya since I really want to animate my own character.

Here, I recorded some steps to set up the rig in Maya just for my reminder in the future.

  1. Skeleton > joint
  2. Window > outliner
Short cut
Short cut

3. Create > lights > directional light

F > approach the sphere

4. shortcut: W > movement / E > rotation / R > scale / Q > lock

  • Penal > perspective
  • create > camera > camera
Create > locator
Modify > Freeze transformation -> The data of your objects will reset
Create a simple circle rig control ( choose a circle )
Doble the shape ( Circle rig control )
Then Delete the shape. Keep the group.

Connect the circle curve to the model

  • create curve
  • adjust the position and freeze the transformation data
  • Double the curve
  • display > show shape ( select one inside and keep the null group )
  • untick display > select curve and group and press P
  • Constrain > parent > add
Now we have 2 circle obj. ( display: untick the shapes )
Constrain > parent > add

Result of basic rigging of a ball

Basic rigging

useful link:

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