CSS 105 – Project #4
Animation and
Movement with
Constraints
Assigning Date: May 8, 2007
Project Due Time: 11:15 AM May 22, 2007
1.
Project e-submission
2.
Hardcopy Report
**
Remember**: No late assignments will be accepted!
Purpose:
In this project we will practice the technical details involved
in setting up animations and constraint movements. The major goals are:
In Project-2, we have spent some time investigating the
details of how to model objects based on NURBS surfaces. In project 3, we spent
time studying how to create interesting materials and lighting environments for
our objects. In this project, we will learn how to approach moving the
different elements in the scene. Once again, think about the story you want to
tell in your final project, think about what kind of movements would be
involved and how you want your audiences to experience (think camera
animation). You want to practice the techniques involved in this project.
Remember: the important lesson we want to learn here is how
to specify/control movement (and shader
changes). If you like playing with
creating interesting geometric models, I appreciate that very much, but how
about consider practicing the animation skills/concepts first, have that nailed
down, and then replace your geometries with something fancy? J
Once again, creating a highly realistic image is very difficult! Our goal is understand
the process, and not necessarily
knowing how to create realistic looking
objects.
Scene Element: We will
use the word “element” to mean items in
a scene (e.g. geometric objects, lights, cameras, shaders,
etc. etc).
Tutorials:
Before you begin working on this project, you should read through the followings. In
lectures, we have learned the technical models and the why (e.g. motion path), the main goals of the following tutorials
are for us to learn the how-to (e.g.
associate transform with the motion path). Because of the complexity of the
Maya system, the tutorial can get tedious at times. We want to approach the
tutorials with the understanding that, “we
understand the concepts behind the techniques; we want to learn sufficient such
that we can achieve our goal”. In this case, our goals are to accomplish
the specified project to demonstrate our understanding of the subject. We want
to approach the tutorials using the criteria: “have I obtained enough to work on my project”?
Once again, remember, we are not here to learn how to
create nice looking animations; rather, we are here to learn the process of
creation. Follow through these tutorials remembering that you are learning how
to use the tools and not how to
create the exact same objects/images as in the tutorials.
Once again, here is one approach you may consider:
With this approach, you can practice using the software,
re-affirm concepts discussed in the lectures, and complete the project all at
the same time! J
Statement
of Work:
Create a new project, name it: Project4_YourName (where YourName
is your name).
Remember, we want to demonstrate two main learning goals:
For this project, you are free to create and use any
objects (or you can choose to use your objects from Project 2/3). However, you
must generate images with the following requirements:
Your scene must have at least
one target shot camera where final animation will be generated from.
Your scene must contain one more
camera, where this camera is as close to the elements in the scene as it can get while still be able to see all
the elements.
Note,
you should switch off the visibility
of the Shot Camera geometric until you are ready to generate the animation from
the Director Camera. Otherwise, your Shot Camera geometry will block the Maya
camera!
We will use shaders
to demonstrate the idea behind “animatable everything”:
Project
Submission:
E-submission:
Copy your entire project folder structure over to
\\Hermes\Classes\CSS105\Project4. By default your root project folder will be created
in MyDocuments\maya\projects\Project4_YourName. Under this root project folder,
you can find many sub-folders (e.g. clip, data, fur, etc.). Your scene files
should be located in the scenes folder,
the rendered images should be in the image
folder, the play blast avi
files should also be located in the image
folder. Here are example animations I created: ShotCamera animation,
and my DirectorView
animation.
Hardcopy
report: Submit a report describing your scene. Unlike Project2 and
3, you are not required to relate your scene to real-world objects. However, in
your report, you are required to highlight to me where I can find the various
technical requirements. Here is an example report
showing how my scenes/animations satisfy some of the technical requirements.
Credit
Distribution:
Camera Following a motion path One constraint on the camera look
at PlayBlast: ShotCamera.avi Aniamtion: 512x512, jpg, production
quality Artistic: scene is well lighted
with all important elements visible |
5% 5% 5% 5% 10% |
15% |
Director Camera View/Animation Shot Camera geometry and
animation All elements visible throughout
the animation PlayBlast: DirectorView.avi Animation: 512x512, jpg,
production quality Artistic: scene is well lighted
with all important elements visible |
10% 5% 5% 5% 5% |
20% |
Shader Animation Texture placement: position and
coverage changes over the animation Color: takes on at least three
different values |
10% 5% |
15% |
Keyframe on Geometry: Component animation throughout
the entire animation Animation on the entire object
throughout the entire animation |
10% 5% |
10% |
Animating Light Source Animation position/orientation
throughout the entire animation Cast Shadow, with shadow
distinctly visible throughout the animation Appropriate geometry representing
the light with corresponding animation |
5% 5% 10% |
15% |
Hardcopy Report |
|
20% |
Proper Submission Proper project name with
recognizable names of group members Maya project folder structure is
correct (with _all_ sub-folders) |
|
5% |
This project contributes 15% towards your final grade for
this course.