Posted in DART303 3D, Final, Project 4, Uncategorized

Project 4 Final

I was able to place the worm in the scene and have it follow a different path than I originally planned. I felt that this obtuse looking monstrosity should not steal the spotlight of my playblast, so I had the worm appear onstage entirely at the end of the movie as a small jumpscare.

Final1

So as you can see, I stuck mostly with my original plan, excluding the main event. The motion of the camera I felt was pretty nice and definitely invoked the idea of having the audience be the character in the scene. Now instead of a Jaws-themed creepy video, I just have a camera lost in the desert, sweeping through the landscape to take in his surroundings until at the end his large mechanical worm friend shows up to say hello.

For the rendered image, my computer was essentially on its last legs and would not go for a full on render of a large image, so I had to do an IPR and save then export that image generated. I fiddled with it in photoshop so that the colors would come through, but ultimately it is nothing I am too proud to have. I think that I did end up learning a lot about rigging objects in Maya, even though I don’t have anything that I am happy to have as a final product for my rig. I did play around in Blender before starting this class, and maybe I will revisit that software with the knowledge I have now since Blender is free and more user friendly from what I gather.

Bib:

Cromar, William. “Entitiesthreekindsofrig.” NewMediaWiki [Licensed for Non-Commercial Use Only] / EntitiesThreeKindsOfRig, http://newmediawiki.pbworks.com/w/page/127713090/entitiesThreeKindsOfRig.

Posted in DART303 3D, Final, Project 3, Uncategorized

Project 3 Final

As the final for this project technically encompasses the final for Project 4 as well, I will only opt to showing some rendered images of the final landscape. What you will end up seeing are different perspectives taken from within the scene.                               I chose not to include any top-down rendered images because they did not turn out too well. In the second image you can sort of see the platform in the distance, but I am afraid that the lambert was too dark for it to show up. Even after playing with the image levels in photoshop, I could not figure out how to make it stand out without over-saturating the rest of the image. In the third image it looks like there was some weird rendering occurring at the center of the scene. Since that spot had a lot of edges and vertexes bundled in that area I think the software had some trouble interpreting how the light would bounce off in that condensed area. Otherwise I am pretty pleased with how the landscape turned out, but that is where my pleasure ends…

Bib:

Cromar, William. “Environmentspossibleworld01.” NewMediaWiki [Licensed for Non-Commercial Use Only] / environmentsPossibleWorld01, http://newmediawiki.pbworks.com/w/page/127695491/environmentsPossibleWorld01.

Posted in DART303 3D, Final, Project 2

Project 2 Final

Above is the slideshow displaying the finalized chess board and pieces. I chose 3 angles to view from to get 3 (really 2 and a half) distinct visual representations of the final scene. I initially wanted to have the main view be the side-shot where the camera is ‘eye-level’ with all the pieces and the viewer can feel overshadowed by these ominous and towering figures. However I ran into a few issues with the final editing of the picture, I was not able to get a good lighting adjustment to the picture because I realized that if you spike the brightness up. you can see just a floating square behind the board which was meant to be a backdrop I never put in.

So with that I decided to also include 2 additional angles, one from each ‘player’s perspective to show what it would look like if you were playing from either side of the board. These pictures came out a lot better and I think they really make the pieces and the board feel a lot more realistic than the initial perspective.

I also want to mention that I opted out of using a Depth of View picture, mainly because this made the render time jump up by a factor of 10 and I definitely didn’t have the time to sit around and watch the same scene render, but instead make some aspects blurrier than others.

Here are the pictures again, individually.

 

Angle1.1

Angle2.1

Angle3.1

Cromar, William. “Elementslookingglass.” NewMediaWiki [Licensed for Non-Commercial Use Only] / ElementsLookingGlass, 2021, http://newmediawiki.pbworks.com/w/page/127118741/elementsLookingGlass.

Posted in DART303 3D, Final, Project 1

Design Final for Mondrian Animation

http://https://www.youtube.com/watch?v=K8sclOsNoDc

Here is the culmination of my work in our first project from DART303. Since the project was first introduced and we saw the example post of all the example elements zooming in to their final position, I thought immediately that it could be improved. One of my favorite ‘styles’ of animation would be clockwork movement and I thought that this project would lend itself perfectly to clockwork motion of elements. The picture I chose had multiple, thin, black lines going through the painting and I decided these would make good ‘minute’ and ‘second’ hands for this animation. As the yellow cube stood out in the original piece, I thought it would make a great center piece that acted as an ‘hour’ hand. I also wanted to exaggerate the weight of the cube by having it rotate past its stopping positions and then in an elastic motion, bounce back to the temporary stops. The animation for the time pieces was a lot simpler than I thought, it was just dividing the time into equal spaces and having each arm rotate an equidistance to correspond with the time sections. In order to make it feel like they were ‘falling’ into the movements and having those hard stops, I had to do some tweaking in the graph editor and change the uniform, straight lines that feed into each key frame. I was able to select all points and have them all follow an identical motion where it makes a negative log function pattern (for any math people out there) where it starts out horizontal for awhile then quickly drops to a near vertical shape.

I was able to copy this pattern for both minute hands and for the second hand, but for the second hand I doubled the number of keyframes and spaced them accordingly to fit. Aside from that, the overall animation has 2 stages, where there are initial pieces that fall into place, and then secondary pieces that close the final shape and almost cage it in. At the final frame it cane be a bit hard to see how it fits into the original picture, but from an orthographic view it does fit.

 

Cromar, William. “Essentialsmondrianimation.” NewMediaWiki [Licensed for Non-Commercial Use Only] / EssentialsMondrianimation, http://newmediawiki.pbworks.com/w/page/126906422/essentialsMondrianimation.