Wednesday, 5 February 2014

Task 4: 3D Model Construction

Primatives and surfaces
these are the shapes and what you create in 3d modeling, you can create youre own or use the ones that come ready made, this is more practical as you can shape and resise these to fit your needs anyway so its really just the simpler option. below are examples of these ready made shapes.

Cube
the cube is an extremely basic shape in maya but with the use of modelling, contorting and making several other cubes that can attach to the first shape.

Sphere
this is a more complex task for 3D modeling, a perfect sphere from which can be moulded wheels and hemispheres and all sorts of rounded objects

Cylinder
this can have a large assortment of uses, for exapmle the can be morphed and formed into useful shapes, an exapmle is when I made a spitfire and for the fusalodge I used a basic cylinder, then morphed it until it was the right shape.

N.U.R.B.S.
when you make lines and join them together rather than making and using basic shapes like the above, but this is much harder to do than what I just said above so often its best just to go with these shapes and conjoin and morph them to get the shape your after.

Sub Object
Vertices
vertices are basically the co-ordinates for the shape in the space you are drawing, complete zero for each one would put it in the dead center of the drawing feild, there are 3 co-ordinates, X, Y and Z, each one acounting for how far forward, how far to the side and how high it goes.



Lines
lines are straight and they connect the vertices together and hold it, without them there would be no shape at all, much like the steel supports of any house you see.

Curves
curves are also sort of lines only because they curve they are classified as diffeertn but you need there in order to make circles or spheres, if you look closely you could see that they actually made up off lots of straight lines at different angles.

Edges
edges are the lines at the end of the shape, say if there was a cube then the 12 lines that made up that shape would be the edges, and all the other lines running through the faces would just be lines


Polygons
polygones are the name for the faces in a conjoined manner, such as the amount of different faces that have been made when lines close off a shape and make a face.

Elements
basically this means things like fire, water, wind, ect, all sorts of things that can make a scenic background that you've created look more realistic if you had say a lake of water or some wind in the trees.

Faces
faces are the flat plains made when several lines or curves close off on themselves and form a shape, this is what fills that shape and makes it non-see-through. they can bend and contort to match the shape the lines and curves set out for it,


Meshes


Wire Frame
the wire frame is the outline of any 3d shape before you add the faces to fill in the grid, like the wire frame of a paper mache model or like the steel girders inside every building.


Two Dimentional
two dimention view is when after pressing the space bar you get a choice of four view, the one you start with, or directly above, directly from the front, or directly from the side, this makes them look 2d in the last 3, you can either have all four views together so you can see what you doing from all angles or you can hover the mouse over one and hit space again and that will become the main view.

Three Dimentional
three dimention view is the view you start with, it allows you to rotate and move the camera view around through use of the ALT button and the three buttons on the mouse, rotating, moving and zooming, this alows a clear view of what your doing but is rather difficult when trying to make a shape fit an outline, so then its best to use the four views method as shown above.

Co-ordinate Geometry
there are 3 co-ordinates when it comes to moving around in maya, X, Y and Z, each one is 'side to side', 'forward and backwards' and 'up and down'


Modeling Techniques
Box
box modeling is where you use basic shapes like boxs, rectangles and tringles to make a outline of your basic shape and then edit it, this is used often in art and design so it makes sence its usage would also spread to here as well.

Extrusion
Extrusion is the primary means of adding additional geometry to a mesh in Maya. It can be used on either faces or edges, and can be accessed at Mesh - Extrude, or by pressing the extrude icon in the polygon shelf at the top of the viewport, which looks like a 2x3 square grid with a box sitting on it.

Spline
splines are good for making things such as hair and wires and other such objects, just make a nurbs cirlce, make a nurbs curve for the path of your shape, then extrude the circle along the curve. You'll then be able to move the shape wherever you want by moving points on the original nurbs curve.

Wednesday, 22 January 2014

Task 3: How 3D Models are Displayed

API
API (Application programming interface) is what tells different softwares just how to react to each other and work with each other,
not only that but it enables some computers to show graphics such as pictures and videos, in many cases it comes in the form of a kind of library and holds specific specifications for things like routines, data structures, object classes and variables, its basically the main controller or processor, everything you do in a programm, game or a picture, it all has to go through the 'Application Programming Interface' before its shown on the screen (monitor).



''In addition to accessing databases or computer hardware, such as hard disk drives or video cards, an API can be used to ease the work of programming graphical user interface components. In practice, many times an API comes in the form of a library that includes specifications for routines, data structures, object classes, and variables. In some other cases, notably for SOAP and REST services, an API comes as just a specification of remote calls exposed to the API consumers.''

http://en.wikipedia.org/wiki/Application_programming_interface


Sub Objects
Vertices
vertices are basically the co-ordinates for the shape in the space you are drawing, complete zero for each one would put it in the dead center of the drawing feild, there are 3 co-ordinates, X, Y and Z, each one acounting for how far forward, how far to the side and how high it goes.

Lines
lines are straight and they connect the vertices together and hold it, without them there would be no shape at all

Curves
curves are also sort of lines only because they curve they are classified as diffeertn but you need there in order to make circles or spheres, if you look closely you could see that they actually made up off lots of straight lines at different angles.

Edges
edges are the lines at the end of the shape, say if there was a cube then the 12 lines that made up that shape would be the edges, and all the other lines running through the faces would just be lines


Polygons
polygones are the name for the faces in a conjoined manner, such as the amount of different faces that have been made when lines close off a shape and make a face.

Elements
basically this means things like fire, water, wind, ect, all sorts of things that can make a scenic background that you've created look more realistic if you had say a lake of water or some wind in the trees.

Faces
faces are the flat plains made when several lines or curves close off on themselves and form a shape, this is what fills that shape and makes it non-see-through. they can bend and contort to match the shape the lines and curves set out for it,



Graphics Pipeline
the graphics pipeline is what turns the 3D model you have created into what the computer displays, coinciding with the 'Application Programming Interface'

Wednesday, 15 January 2014

Task 2: “3D use by the interactive media and computer games industry”

while 3d can be used in in cartoons it isnt much because it takles away the humour from thingts that would be funny otherwise, not all the time mind, there are times where its made some genually funny moments, such as in the film horton hears a who, but thats becaus eit was well made and also looked 2d at times, but when you see the usual standard of 3d animation it just dosnt do much to raise even a chuckle. in my opinion its either real life or 2d, unless that 3d is plastacine, such as in aardman cartoons where they use pl
astacine to animate dthere most famouse cartoon wallace and gromit, but when they tried to have a go with 3d computer animation and made a film (flushed away) it was a tremendous hit and made some actually really funny moments, but that was because they kept there style which they usually had in plastacine and re-did it in computer animation.

Wednesday, 18 December 2013

Task 1: Types of development software used in the production of 3D models

PLUGGINS
What is a Pluggin?
A pluggin is a system that adds extra features to a computer programme, such as more commands, faster speeds, quicker downloads and so-on. these can be downloaded of the internet or sold on a digital disk.

Dynamics
Stroika - Fields and Emitters
Miarmy - PhysX Character Dynamics & RBD Emitter
Brainbugz
PullDownIt
Oceansplash
Dynamica - Active, passive, and kinematic rigid bodies.

Fluid
glu3d - Glu3D is a plugin that simulates fluid effects inside the 3dsmax and Maya3D modelling programs.
realflow - RealFlow is a fluid and dynamics simulator for the 3D industry, created by Madrid-based Next Limit Technologies.

Impor/Export
BodyStudio - Import plugin for Poser characters.
ActorX - Export to .ase format, used with Unreal Ed and Unreal Ed for UT3
Collada - Import/Export plugin for the Collada format, used with Unreal Ed and Unreal Ed for UT3 and most other 3D modelling software
.smd Exporter - Import/ Export plugin for the .smd format, used for Source Engine model compiling.
Rapid Export for Maya - Workflow tool to automate the export process to just a single click.
SketchUp Import for Maya - Import plugin for SketchUp models
SolidWorks Import for Maya - Import plugin for SolidWorks models
BVH Import for Maya - Import/Export BVH data using AMS

Modelling
NEX - polygon modeling workflow enhancement plugin.
natFX -
T-Splines -
Xfrog -
CurvedSpace -
Vertex Chameleon -

Rigging
Storm V3 -
The Setup Machine 2 -
The Face Machine -
ngSkinTools -

Scripting
MELProtector

Texturing
UVAutoRatio
RoadKill
Unwrella

Rendering
HDRI-Studio lighting system
RenderMan for Maya
3Delight for Maya
V-Ray for Maya
Holomatix Rendition
Turtle
Maxwell Render
MtoA
FurryBall
Octane Render

Paper Craft
Dunreeb Cutout for Maya

Character Animation
AMS – 3D Automated Motion Systems for
Maya
Voice-O-Matic – Lipsync tool

Crowd Simulation
Massive for Maya
Golaem Crowd
Miarmy
Brainbugz

http://en.wikipedia.org/wiki/List_of_Maya_plugins






FILE FORMATS
 list below taken from wikipedia
  • MRC – voxels in cryo-electron microscopy
  • NIF – Gamebryo NetImmerse File (.nif)
  • OBJ – Wavefront .obj file (.obj)
  • OFF – OFF Object file format (.off)
  • PLY – Polygon File Format / Stanford Triangle Format (.ply)
  • PRC – Adobe PRC (embedded in PDF files)
  • POV – POV-Ray document (.pov)
  • RWX – RenderWare Object (.rwx)
  • SIA – Nevercenter Silo Object (.sia)
  • SIB – Nevercenter Silo Object (.sib)
  • SKP – Google Sketchup file (.skp)
  • SLDASM – SolidWorks Assembly Document (.sldasm)
  • SLDPRT – SolidWorks Part Document (.sldprt)
  • SMD – Valve Studiomdl Data format. (.smd)
  • U3D – Universal 3D file format (.u3d)
  • VIM - Revizto visual information model format (.vimproj)
  • VRML97 - VRML Virtual reality modeling language (.wrl)
  • VUE – Vue scene file (.vue)
  • WINGS – Wings3D (.wings)
  • W3D – Wes twood 3D Model (.w3d)
  • X – DirectX 3D Model (.x)
  • X3D – Extensible 3D (.x3d)
  • Z3D – Zmodeler (.z3d)

  • http://en.wikipedia.org/wiki/List_of_file_formats

    PLY:
    This is a file format designed to hold 3d formats from three dimensional scanners.

    WINGS3D:
    this is used to create low level 3d models out of polygons, but it does not support animations, most can use it for simple 3d images like a 3d illustration of a head or a schematic of some device.

    SketchUp (SKP):
    this is a drawing program created by google and has a wide range of uses fopr multiple careers, such as an architect, a interior designer and engineering

    Universal 3D (U3D):
    this is a compressed file format for 3D computer graphics data. its used to help store 3d images and programs (including animations) and has the ability to store colour, textures, bones and lightening and also a whole aray of different features, making it a highly useful format in the 3D world.

    QuickDraw 3D Metafile (.3dmf)
    QuickDraw 3D, (QD3D for short) is a 3D graphics programme developed by Apple Inc. Starting in 1995, originally for their Macintosh computers, but delivered as a cross-platform system.

    OpenNURBS Initiative 3D Model (used by Rhinoceros 3D) (.3dm)
    The Rhino file format (.3DM) is useful for the exchange of NURBS geometry. The Rhino developers started the openNURBS Initiative to provide computer graphics software developers the tools to accurately transfer 3-D geometry between applications. An open-source toolkit, openNURBS includes the 3DM file format specification, documentation, C++ source code libraries and .NET 2.0 assemblies to read and write the file format, on supported platforms (Windows, Windows x64, Mac, and Linux).


    3D THEORY
  • constructive solid geometry (CSG) - A complex shape could be made up of a number of more primitive shapes such as cubes, spheres, cones, cylinders, etc. These shapes could be combined with boolean operations such as union and intersection. A solid object, which was modeled using CSG, can be represented internally by a binary tree (CSG tree). The leaves of the tree are the standard primitives and all interior nodes represent boolean operations. A transform can be assigned with every link between nodes
  • boundary representations (B-rep) - Describes only the surface of a solid. This could be a data structure composed of vertices, edges, and faces, or a set of equations such as B-Spline.
  • Spatial decomposition. Examples, Octree representation and Voxel (Volume Pixel)



  • TYPES OF SOFTWARE
  • Aladdin4D
  • Anim8or
  • Art of Illusion
  • Autodesk 3ds Max
  • Autodesk Maya
  • Autodesk Softimage
  • Blender
  • Bryce (software)
  • Cinema 4D
  • Clara.io
  • DAZ Studio
  • Electric Image Animation System
  • Google Sketchup
  • Houdini
  • iClone
  • K-3D
  • LightWave 3D
  • Muvizu
  • modo
  • Moviestorm
  • Nickelodeon 3D Movie Maker
  • Poser
  • Source Filmmaker
  • Synfig
  • Toon Boom Harmony 9
  • MMD
  • Milkshape 3D
  • Macromedia Flash
  • Zbrush
  • VFX


  • Autodesk Maya:
    this is often just called maya but is a 3d computer graphics programme that runs on all makes of computer and is owned by autodesk. it is used to create 3 dimenstional graphics and animations, including video games, a well known medieum, it has been used in tv shows, films and special effects

    Toon Boom Animation Inc:
    this is a canadian production software that creates animation, the creating company was founded in 1994. toon boom is an animation and storyboarding programme, the latter feature won them an award in 2005, the Primetime Emmy Engineering Award.

    Nickelodeon 3D Movie Maker
    this is software that is separate from (but based on) 3D Movie Maker. This spin-off includes 12 different voice actors actors and also included 11 unique scenes from Rocko's Modern Life, Ren & Stimpy and Aaahh!!! Real Monsters, not only these but a range of different Nickelodeon shows. it was so popular that an unofficial expansion pack was later created, allowing Nickelodeon voice actors, props, scenes, music and sounds to be used in the original 3D Movie Maker.

    Tuesday, 17 December 2013

    Production Diary

    Assets
    when I say assets i mean stuff like video clips, footage, music, pictures and animation. The video clips I was able to get off the Internet with legal rights under the critical claims act, same goes for music. A great deal of the pictures I created myself on my computer as well as the animation, this is easy to see when comparing it to my other works.

    Camera Angle and Framing
    The camera angle and framing remained consistent throughout the video as there was no need for any other shot. the framing had to be adjusted slightly though each take as a bit of the edge of the green screen was showing, but I managed to fix this.

    Logistics
    equipment was provided by the college and personnel and crew were other students as named in the credits. there was no need to sign things out except on one occasion where i had to rent out a microphone to take home.

    Creative Processes
    the creative process behind this was complex, it was put off schedule by the fact i couldn't decide just what to review, a Ralph Bakshi film or yellow submarine, and if i went with a Bakshi film then which one, i was stirring more towards 'Cool World' because of its complex history, but in the end i went with yellow submarine because i know it well and had lots to say about it.

    Project Management
    when it came to working to deadlines i managed to keep to the timetable (fairly) but i did have to put alot of hard graft work in, including coming in twice on days off. this was due to editing and exporting, something i managed to do in good time. the pictures and animations i managed to do when i said i would as i started earlier in anticipation.

    Risk Management
    all risks were accounted for and measurements taken for them, wires were kept clear from main areas and safety gloves wear worn for the cameras

    Crisis Management
    I was made aware of a crisis in my filming, the fact that it was all missing, this meant that i had to redo the filming of my in my jacket with a shorter crew, but a lucky break came when we got a better room and also we found the equipment already set up from a class that used it before we got there, so we didn't have to waste time setting up the green screen. After this mishap I made sure I had all of my clips where I knew they was.

    Maintaining Documentation.
    All documents were kept in there own file or on the desktop in plain sight, this made sure that I had no trouble finding the files, until I logged in on someone Else's account. Paper files were kept in my bag.

    Editing Decisions
    When it came to editing a great deal went into this thing, it was not easy I can tell you. When it came to it had to edit down alot from the final draft, it used pictures from Google images, animation from my own hand and alot of green screens which meant for a lot of keying, the art or removing the green and replacing it with my own back ground. This went for my animations as well.

    Export Choice and Upload
    When it comes to exported I had to choose h.264/mp4/720p. then upload it to youtube so it had a permanent residence. That way I had access to it if all else was lost.

    Saturday, 9 November 2013

    Diary Of Progress: Yellow Submarine Review

    DIARY OF PROGRESS:
    YELLOW SUBMARINE REVIEW
    14th October 2013:
    Today I commenced work on my script that shall be used in my review of Yellow submarine (film). I intend to fill this review with jokes, laughs, funny scenes, a merge of live action and animation. But i shall also be making valid points on its use of different animation techniques and what went into its production.
    
    19th October 2013:
    Today I started my storyboard, to keep time I shall be working on it while working on my script, this is both efficient and also doesn't leave me getting bored or bogged down doing one thing continuously. Also it will help with the continuity by doing something and then redoing it in another form, this way it stays fresh in my mind so there will be no changes in the storyboard or the scriot, they will be exactly the same but just in different formats.
    
    21st October 2013:
    Today I completed the script I had been working on for the past week, it is (in my opinion) a work of art crammed with jokes, references, and clever interactions between live action and animation, both of which will be Incorporated in my review alongside clips of the film itself, this is similar in many ways to popular reviews such as the Nostalgia Critic, who is in some ways a source of inspiration for my work on this project and the style I've done it in, but apart from that I consider it to be some of my own best work.

    23rd October 2013:
    I completed my work on my storyboard, it took little time (spread across several days because of work on my script and other such things), and was done on time. as with many other storyboards this may be prone to change such as things cut due to loss of time or things being re-written because they wasn't plausible enough, but hopefully I will stay along its lines as best as possible, somethings though I already have a feeling may be changed, a part where i get attacked by a miniature yellow submarine that fly's around me like a house fly, maybe it would be best to change it to having an enormous submarine fly overhead and me duck and dodge it.

    24th October 2013:
    Today I both commenced and completed filming the live action sequences in my review of yellow submarine, managing to do the scenes where the animation interacted with live action flawlessly and used the cutaway scenes to my advantage, using moments where I wouldn't be on screen to read from my script. the filming was done with the help of my film crew who has been listed on other documents.

    25th October 2013
    I began working on all the graphics and animations that i would be using in my video, there will be little animated versions of me, a short skit of the TARDIS and backgrounds, this may be difficult but i will keep at it to make it to the best of my ability. plus this will help me gain considerable marks and show my experience and ability's at animation, something i wish to do later in life.


    29th October 2013
    Today I began downloading the files I would need to make my video, such as the film itself and various music files, also files and clips you wouldn't think I would need but would end up surprising you in the end, something which I am known to do. this may be a while because my computers memory is limited and this can take up valuable time and space but it will only be for a short while and will be easy to download with the help of YouTube down loader.


    31st October 2013
    Today I was made aware of a crisis in my filming, the fact that it was all missing, this meant that I had to redo the filming of myself in my jacket with a shorter crew, but a lucky break came when we got a better room and also we found the equipment already set up from a class that used it before we got there, so we didn't have to waste time setting up the green screen. After this mishap I made sure I had all of my clips where I knew they was and got them uploaded to my computer immediately.


    6th November 2013
    Today I finished my graphics for the film I was making and made sure they were all where they was meant to be, allot of them had green backgrounds so I could remove them just as I had with my live action filming, this made for a smooth effect and continuity with my live action persona, so there was smooth transitions between me and him.


    7th November 2013
    Today I began the long and tedious task of creating my entire film, putting all the film clips I had created and downloaded into premier pro. This includes synchronising the audio with the film, sorting out the volume levels and also included a large amount of special effects, but I am sure I can get it done in time.

    19th November 2013
    I have discovered the importance of rendering frequently, I got afraid when some of the film clips came through with poor quality but once rendered they were fine and HD quality. Also, I got afraid when some of my video clips of the movie would not load into Premier Pro despite me being sure that they were compatible file types, luckily Martin helped me out with this and showed me a way of shortening clips and files and making them so they would load into Premier Pro, also this helped the program run faster so i managed to make good timing that day.

    6th December 2013
    Today I was in a bit of a panic, my video project was still not complete and I was getting rather flustered, the computers in the mac room are the only ones that have the files and capability's I needed to run this program, however next week is reading week so hopefully I will be able to finish this up on Monday and get it uploaded and marked, however this still might take a while and will take persistant diligence.

    9th December 2013
    Today I worked non stop on this project and only just managed to get it finished, I have been facing a lot of hardships on this so was glad to have finished, but I ran into yet another problem to do with this project. the publishing time, once its complete a premier pro file must be published, I had only thought this would take a short while but the reality was that it would take more than an hour to publish, the file was too big and complex. There was only a few minutes left before the college closed and not enough time for it to publish, I had no choice but to leave it to render and publish throughout the night and come back tomorrow to finish it off. Unfortunately due to my late departure the last bus back to Maltby had left so they only 18 that came would only take me to Hellaby, my journey home was long, tiring and frustrating and not one i hope to relive again soon.


    10th December 2013
    Today I came in to see my project had been published and I was ecstatic to find that I was free of it, or so I had hoped. I had to restart the computer which had ran all night to return it to normal speed and then I had the problem of transporting it, it refused to fit on any memory stick I had and would not be emailed. So I had to wait while it emailed to my own account so i could take it home, thankfully this was fairly quick and I was soon able to leave.

    17th December 2013:
    I exported the film to be uploaded to Joda's account on YouTube marked as a private video so she can see it for herself, so soon I am hoping to hear from her, if there are any improvements that I can make that she points out I will be sure to work towards them and get this project done. When it came to exporting my film I had a range of formats to choose from but I chose H264 as this is compatible with a whole range of different computers so will cause less bother, but if the format cause problems with my own computer at home then I may have convert it using software installed on my own computer.

    18th December 2013
    According to Joda my project is too long and needs shortening, but also by her words I must not cut out any of my own animations, this shall be a difficult task but I am sure that I can do it, even though I was frustrated at this news considering the amount of work I put in, so I shall keep a full version of it for myself, my own 'Directors Cut' if you will.

    19th December 2013
    Today I believe that I have accomplished my goal of shortening down my video as much as I could by trimming of excess filming and shortening some sequences. When I presented it to Ioda she was happy with it and I was able to upload it to her youtube account (for a second time) and this time there was little to no faults with it. So I believe that I have done with this project.

    Friday, 13 September 2013

    Different shot types



    


    WIDE SHOT

    POV SHOT

    
    NODDY SHOT

    CUT-IN SHOT



    EXTREME CLOSE UP

    CLOSE UP

    TWO SHOT

    OVER-THE-SHOULDER SHOT


    CUTAWAY SHOT

    SCARY SHOT


    WEATHER SHOT