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Project 3: Character Walk Cycle

February 8th, 2007

IA104: Introduction to Multimedia 3D Animation
Project 3: Character Walk Cycle


Project Description:

For your final graded in-class assignment, you will be required to produce a short Character Walk Cycle on video.

The only project requirement to meet is to complete an entire walk cycle for that character.

To effectively accomplish the animation of a character walk cycle, all physiological movement of your character needs to be taken into account. Pay attention to weight shift, pace, the sway of the body and arms, and posture. Think about the mood your character is in, or what the motivation behind the character’s movement is. Keep body language in mind.

Additional credit will be given to extended animation. KEEP THINGS SIMPLE at first. Produce the required walk cycle first then add more animation to your character as you go along.
Specifications:
Render Global Target Output from Maya:
Export to an animated TIFF image sequence
NTSC 720 X 486 resolution
Production Quality

Export Settings Target Output from After Effects:
QuickTime Video format
1. Animation Compressed (uncompressed)
2. H.264 video compressor


Duration:

Minimum of one walk cycle

Software Used:

Alias Maya, Adobe After Effects.
Submission Information:
Time will be allocated in class to perform the animation, rendering, and compositing of your project.

Project Due Date:

Monday February 12th by 8:10AM.

Upload your QuickTime movie files to the respective section in the PROJECT folder shared on the Teacher Station.

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Monday (02/05/07)homework

February 5th, 2007

Read chapter 9

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Tuesday Night Home Work

January 23rd, 2007

Read Chapter 8: Animation

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Cool new tutorial link

January 18th, 2007

Great little tutorial on planets and solar system with textures and models provided.

Check out site here

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Announcing Autodesk Maya 8.5

January 16th, 2007

New Features

Create breathtaking 3D with Autodesk® Maya® 8.5 software. Quickly direct and control cloth in entirely new ways with Maya® nCloth. Use Python, one of the two Maya embedded scripting languages, to manipulate, customize and automate Maya. Maya 8.5 also delivers Intel®-based Macintosh® computer support and productivity-enhancing tools that let you complete complex animation tasks faster.

Maya Nucleus Unified Simulation Framework

Maya 8.5 marks the first installment of Maya Nucleus technology within Maya. Maya Nucleus— Autodesk’s next generation unified simulation framework—is based on technology developed by award-winning Autodesk research scientist Jos Stam. The Maya Nucleus unified simulation framework is a linked particle system that interactively simulates a wide range of dynamic entities. It works with a variety of geometry types (curves, non-manifold geometry, meshes with holes, etc.) within a unified framework.
Maya nCloth

As the first Maya module built on Autodesk’s new Nucleus technology, Maya® nCloth functionality lets you quickly direct and control cloth, and other material simulations, in entirely new ways. Maya nCloth objects can be as stiff, viscous or flowing, and as tightly or loosely woven as you desire. Rapidly create cloth-on-cloth simulations – such as a shirt over pants – with believable influences and collisions. Bend, stretch, shear, dent or even tear your Maya nCloth fabrics with ease. Beyond cloth, Maya nCloth lets you create deformable plastic and metal simulations, inflatable objects, as well as rigid-body and fluidic-type effects. Maya nCloth is only available in Maya Unlimited.
Python

Python, a powerful and accessible scripting language, is now available within Maya. Not only has Python been integrated into the software at the same level as the Maya Embedded Language (MEL), its bindings to the OpenMaya API give you an alternative language for plug-in development. Plus, the Maya Python modules can be imported into an external standalone Python interpreter for batch processing. With its higher-level language constructs, Python supports developer productivity while providing easily maintainable code. The language is also highly extensible, with a broad collection of third-party tools and modules freely available.
Expanded Platform Support

Maya 8.5 gives you more platform options. Maya is the only full-function 3D animation software to run on 32-bit Windows®, Linux®, and Mac OS® X and 64-bit Windows and Linux. As of Maya 8.5, Intel®-based Macintosh® computer support is provided as a Universal binary – so you can use 32-bit Maya software on either the PowerPC- or Intel-based Macintosh computers.
mental ray Shaders

Realizing physically accurate outdoor environments has become significantly easier as of Maya 8.5. New physical sun and physical sky shaders let you create photorealistic skies based on the position of the sun – all with the power of the highly acclaimed, physically based mental ray® rendering engine. Plus, new architectural and design shaders make it easier for you to create such effects as waxy floors, frosted glass, clay and sand-blasted metals.
Transfer Polygon Attributes

Transfer Polygon Attributes allows you to transfer UV, color per vertex (CPV), and vertex position information between polygon meshes of differing topologies – even those that are separated in space or of different proportion/scale. This means that when you’re working with two different versions of an object or character (for example, one high-resolution and one low-resolution), you can quickly transfer existing UV sets that have already been laid out to the lower-resolution model. As of Maya 8.5 you can also use the paint tool to blend between source and target deformations.
mental ray Workflow

New and reorganized render attributes make the mental ray for Maya render settings significantly more intuitive. Likewise, in the Render Option and Batch Render Option editors you can now configure mental ray to automatically determine, at the start of each render, the optimal memory limit, tile size, or number of threads. New as of Maya 8.5, High Dynamic Range (HDR) images can be generated from the mental ray batch bake option, the Transfer Map feature, or the texture bakeSet node.

Find out More!!!

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Project 1: Logo Animation

January 16th, 2007

Description: Model and animate a 3D Logo

Contents: -Stress the use of 3D space
-Do NOT animate the camera
-10-15 seconds (30 fps)

Remember to mange time properly and give enough time to all aspects (Modeling, Animating and Rendering)

Keep it Simple (Quality not Quantity)

Output: NTSC 720X486
Numbered tiff sequence

Due: Monday, January 22nd 8:10 AM
Project Folders minus image sequence On Class Server

We will assemble the numbered sequence together in class using AfterEffects
We will create 2 versions (one compressed, and one uncompressed)

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Welcome to Introduction to 3D and Animation

January 16th, 2007

Please check here for Homework, project info and current events that pertain to this class

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Project 2: Environment Flythrough

October 1st, 2006

October 1st, 2006

Design a 3D environment with a camera fly through. The environment should be complete with models, lights, textures and animations.

The focus of this project should be on the modeling and lighting of the scene and more specifically the camera animation of the fly through.

Final Output:

NTSC 720 X 486
Exported tiff sequence
Uncompressed (animation compressed)

To be delivered:

  • storyboard
  • Project Folder
  • Sorrenson 3 compressed QuickTime file

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Tuesday Night Homework

September 19th, 2006

Read Handout on Shading and Materials

In Class Text book read:

Page 35: Duplication
Page 33: Transformation
Page 47: Keyframes

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1st Day Homework

September 13th, 2006

Read Pages 1-6, 22-26 in the “Art of Maya”