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Week 1 -  Introduction to 3D Animation, the bouncing ball

With Mr. Lee Montgomery MA, BA (Hons), FHEA, PgCert

Course Leader; BA (Hons) Games, Design and Animation

The Week 1, Mr Montgomery introduced Maya animation controls (Range Slider, Cached Playback status line and the Playback options). Also, an over all look in Set Keys, shortcut on keyboard (S), set animation on selected object or attribute. 

In the Key attributes (channel box), was shown in how to select the keys and change the attributes value in each and over all.

The graph editor navigation also was part of the lecture of this week, the graph editor allows to control animation in a precise and visual way, giving an extra control on the top of the animation work.

`Maya's Graph Editor is an updated version of the legacy Maya Graph Editor, giving a more intuitive approach to manipulating animation curves and keys in our scene. Its possible to view and manipulate curves in various ways.

GUID-83E0DFEE-8248-43A7-AE6D-B06098B5458D.gif
Screenshot 2021-10-08 19-08-08.png
Screenshot 2021-10-08 19-08-43.png
Screenshot 2021-10-08 19-10-06.png

The exercise was firstly a try to understand the functions of the animation learned in the class today, then I used the basics of the animation in how to set the key  and change the attributes in the channel box, scaling and rotating.

Following the exercise, at the ending result of the bouncing ball, was added some camera and edited all together, (Total of 4 cameras) to see how it would work. 

The final work below... 

Screenshot 2021-10-08 19-10-30.png
Screenshot 2021-10-08 18-11-56.png
Screenshot 2021-10-08 19-11-41.png

Based in the lesson from today, my exercise was inspired in the references presented by Mr Lee.

I tried to consider the type of the ball used in the animation scene, and also the different ground contact and a second object in the scene, causing an extra interference as the ball touches it, in both objects. 

The amount of air inside the bouncing ball, was also a consideration in how it would stop at the end of the movement in the scene. 

I also understand that, this first try contain some mistakes in the rules of animation and how it should works better in my next go (sorry for the English).

Week 2: The Obstacle course

With Mr. Lee Montgomery MA, BA (Hons), FHEA, PgCert

Course Leader; BA (Hons) Games, Design and Animation

Recap 

The Week 2, Mr Montgomery started the class recapping on Animation controls, Set Keys, Auto Key,

Set Key in the Channel Box, Time Slider, Selecting and editing Key Timing, Dopesheet and Edditeble Motion Trail used on my first bounce ball exercise on week 1. (Character Animation - Week 02_AY2021.pdf)

Screenshot 2021-10-20 10-29-27.png
Screenshot 2021-10-20 10-29-36.png
Screenshot 2021-10-20 10-29-36.png

Control Rigs and Animation interfaces

`In week 2, (Character Animation - Week 02_AY2021.pdf), covered also the the coloured NURBES curves, the control objects that provides visual interface for animation. `Rigs provide simplified controls or abstraction for animators.`

1.png

Ball – Control Rig – Overall Placement (relocation)

Main Yellow Curved control (ball_placement_ctrl). Overall placement and to relocate animation. Used to reposition animation but not to animate.

Ball – Control Rig – Move Control

(Blue ball_move_ctrl) To animate the position of the ball and or object. Moves in set up and the hierarchy

4.png

Ball – Control Rig – Channel Box Inputs

Channel Box colors - The state of channels is represented by the colors below...

 

Gray                                  Locked          

Light Gray                        Nonkeyable       

Brown                              Muted                     

Green                               Blended                      

Red                                   Keyed On Frame           

Dark Pink                         Keyed Of Frame                

Light Pink                         Key Altered                           

Purple                               Expression                                

Blue                                   Constrained                                  

Yellow                                Connected                                        

Following the (Character Animation - Week 02_AY2021.pdf) week 2 lecture.

With Mr. Lee Montgomery (fantastic for my learning process).

6.png

Screenshot left `You will notice that a few of the Control Objects for our ball havechannels that are greyed out or coloured in the Channel Box. Colour indicates state of channel. i.e. channel is locked or accepting incoming connection such as constraint` Lees PDF

6.png
7.png
8.png

Ball – Control Rig – Squash n Stretch Control

To Squash and Stretch in the rig select the Bottom Green (ball_top_ctrl) and (ball_bottom_ctrl), using the Translate tool with local translation to deform.

Ball – Control Rig – Squash n Stretch rotate Control

`The dark blue coloured ball_deform_rotate_ctrl control allows us to rotate our deform controls to offset our squash and stretch. To use this, rotate ball_deform_rotate_ctrl then set the Translate tool to Object mode then translate either ball_top_ctrl or ball_bottom_ctrl` Lees PDF TEXT.

Ball – The Obstacle course

Following the lessons, I made a very basic animation with a bouncing ball using one obstacle (Left video), and then taking my learning forward, I worked on a next obstacle course, but unforgettably, after update the older version of Maya to the 2022 version, the saving settings was not applied and then a lost it all after few hours working. At list, i saved some screen shots. I deftly will make an other one.

Shift + E Set Key for Rotate the ramp.png
Screenshot 2021-10-28 20-18-09.png
Screenshot 2021-10-28 19-37-20.png

Week 3: Lattice deformer, ‘Sack of flour’ and Arm Rig

With Mr. Lee Montgomery MA, BA (Hons), FHEA, PgCert

Course Leader; BA (Hons) Games, Design and Animation

And Nick Savy

Arm Rig exercises

0Press V to the magnetic.png

Press V to the magnetic

1controD Duplicate.png

Hierarchy, meddle mouse clicking and dragging, parenting the objects making them children.

1controD Duplicate

2 hyarearqui clicking and draguing, parenting the objects making them children.png
3 Selected all 3 cubes, modify then... but no changed much on my , imissed some thing..png

Selected all 3 cubes, modify ... but no changed much on my , imissed some thing.

4 Duplicated all the fingers using the outliner ctrl D.png

4 Duplicated all the fingers using the outliner ctrl D

5 Rename all in the Outliner then modify and then freese transformation again to make sure

5 Rename all in the Outliner then modify and then freeze transformation again to make sure it[s all right

6 in the Outliner ctrl D to duplicate all the fingers and bring a other Cube under the ind

6 in the Outliner Ctrl D to duplicate all the fingers and bring a other Cube under the index fingers, transforming 

7 full hand done .png

7 full hand done 

8 Selecting all in outliner- -modify-freeze transformation and then apply. Looking at the

8 Selecting all in outliner- -modify-freeze transformation and then apply. Looking at the Channel box all goes to 0 and 111

9 Click meddle mouse and drag L_hand to L_forearm, very important to follow this step..png

9 Click meddle mouse and drag L_hand to L_forearm, very important to follow this step.

10 Close all indexes and Click and drag all of them to L_hand .png

10 Close all indexes and Click and drag all of them to L_hand 

11.png
12.png
13 change the names in Modfy Search and replace names, search for the names Index to chang

13 change the names in Modify Search and replace names, search for the names Index to change the names of the fingers as it shows the screenshot 

14 duplicate entire arm, delete L_hand, Key board E then J to rotate  90 degrees Snap Rota

14 duplicate entire arm, delete L_hand, Key board E then J to rotate  90 degrees Snap Rotation in Outliner rename as L_upper_arm`

15 Make sure everything is 0 down go to Modify then frees freeze Transformations, when doi

15 Make sure everything is 0 down go to Modify then frees freeze Transformations, when doing rigging to reset again to move to anyother places.

16 Meddle mouse Click the L_Forearm into the L_Upper_arm.png

16 Meddle mouse Click the L_Forearm into the L_Upper_arm

17 L_forearm is a child of L_upper_arm.png

17 L_forearm is a child of L_upper_arm

18 Moving it 

19 File-Increment and save. Constantly or CTRL+S.png

19 File-Increment and save. Constantly or CTRL+S

20  Birnging a Poligon Primitive, scaleing it and then connecting all the parts, rename it

20  Bringing a Polygon Primitive, scaling it and then connecting all the parts, rename it as Chest.

21 Rename all Hierarchy. selecting in the outliner then Modify and click on Prefix Hierararchy Names and last adding the desired name+underscore

22 Moving the Thumb Hierarchy up. 

23 Replacing the all L for R in the Hierarchy, selecting it on the outliner, go modify, search and Replace Names  as it shows the video. 

24 Important to name objects using the Captal letters and small letters following the ex R

24 Important to name objects using the Capital letters and small letters following the ex R_meddle_A    R_meddle_B  R_meddle_C

25 Group before duplicate the second arm. Selecting L_upper_arm then Ctrl G, Rename us R_arm and then move it above Chest in the outliner . 

26 In the Outliner select R_arm, Edit, Duplicate Especial, Duplicate. Specials Options Box Edit , Reset Settings, Scale -10000, apply 

Moving upper body

Organizing the Hierarchy R_arm, L_arm and Head to chest and then chest to abdomen

Week 4: Inverse Kinematics | Animation Output

With Mr. Lee Montgomery MA, BA (Hons), FHEA, PgCert

Course Leader; BA (Hons) Games, Design and Animation

And Nick Savy

Continuing character Rig

Week 5 uploading soon...

Assignment 1: Basic Weight Mechanics

Final 1

Final 2

Some tests was performed to recreate the movements. Notes of the process down below.

To start this assignment some tests was performed. 

Some extras investigations

Shift + E Set Key for Rotate the ramp.png
Screenshot 2021-10-28 20-18-09.png
Screenshot 2021-10-28 19-37-20.png

Assignment 1 notes

First, was added some objects, to create an environment to perform the animation

1.png
3.png
2.png
4.png

Used the FrontView, Perspective and Graph Editor.

6 FrontView, Perspective and Graph Editor.png

Seted the timeSlider in preferences to 24fps

7. 24 fps.png

Visualize , Create editable motion trail

9 Visualize , Create editable motion trail.png

Front view to set up and down keyframes

10 Front view to set up and down keyframes.png

Shift +LMC +Select and Drag to move  time editorkeyframes.

14 Shift +LMC +Select and Drag to move  time editorkeyframes.png

To Reverse Animation, select the obeject and then ...

15 To Reverse Animation, select the obeject.png

...go to Key, and then click on Bake Simulation... All key frames to work with apears

16 go to Key, and then click on Bake Simulation.png
17 All key frames to work with apears.png

...In the Graphy Editor, Select the KeyFrames disired to reverse...

18. In the Graphy Editor, Select the KeyFrames disired to reverse.png

... And then, copy and past where the reversion movement where supposed to be...

19. And then copy and past in  where the reversion movement where supposed to be.png

...With the moving tool selected, ...Click and drag, reversing the Keyframes at the GraphyEditor, Just above the Keyframes

20. With the moving tool selected, ..png
21click and drag, reversing the Keyframes at the GraphyEditor, Just above the Keyframes.pn

Before reverse...                                                                   After Reverse

Coping and pasting the key frames

24. Copy and past the key frame.png

Copied the MiniCart KeyFrames (TranslateX)...

25. Copied the MiniCart KeyFrames (TranslateX) .png

...To the Sphare Translate X. Matting the Movement Keyframe Starting point...

26. to the Sphare Translate X. Matting the Movement Keyframe Starting point.png

...The ball and MiniCart moved at the same speed, and then, just fixed the Ball extra movements inside the MiniCart.

27. The ball and MiniCart moved at the same speed, then just fixed the Ball extra movement

Added Camera 1, and then, changed the Aspect Ratio to HD 1920x1080...

28. Added Camera 1 and then changed the Aspect Ratio to HD 1920x1080.png

...Camera 1 Focal Lenth of 35mm and Film Gate to 35mm 1.85Projection...

29. Camera 1 Focal Lenth of 35mm and Film Gate to 35mm 1.85Projection.png

Adjusting speed - Camera 1 and 2. 

30 Ajjusting speed with Camera 1 and 2 .png

Making Multiples Cameras Renderable, AtributeEditor, CameraShape1,OutputSettings and tic Renderable, and repeat the same process to all cameras

31. Make Multiples Cameras Renderable, AtributeEditor, CameraShape1,OutputSettings and tic

...Next to RenderSettings, FileOutput, and in Metadata (name,Type,value) shoose (name_#.ext) in the FrameAnimation ext

32 Next to RenderSettings, FileOutput, and in Metadata (name,Type,value) shoose (name_#.ex

...In RenderSettings, click on ArnoldRenderer, Sampling and then, incrise the resolution of the work Changing the num,ber 3 for 4 in Camera(AA)... But to render faster, my final project was seted in 3.

33. Then in the RenderSettings click on ArnoldRenderer, Sampling and then incrise the reso

 Week 6: Walk

With Jay-Won Shin

Walk Cycle Animation - Layering Approaching

0. Frame Rate and Playback Rate, in TimeSlider Framerate to (film rate) 24fps. Tick AutoSn

0. Begun with Frame Rate and Playback Rate, in TimeSlider Framerate to (film rate) 24fps. Tick AutoSnapKeys box and then PlaybackSpeed 24fpsx1 matting the Time Slider Framerate .png

2. Contact Poses, Walk Cycle Animation 2 steps in 1 sec = 24fps (Frame 1 and 25 with the s
1. Layering Approuch starting with Hips and Feat .png

1. Using the Layering Approuch It starts  with Hips and Feat. Contact Poses, Walk Cycle Animation 2 steps in 1 sec = 24fps (Frame 1 and 25 with the same pose) to be looped again and again. 

3. At Frame 13 was mirrored  to opposite legs .png

3. At Frame 13 was mirrored  to opposite legs from frames 1 and 25 .

4. Passing Position to frame 7 and 19 mirroring each other. .png
4. Passing Position to frame 7 and 19 mirroring each other. .png
4.a.png

4. Passing Position to frame 7 and 19 mirroring each other. 

5. frame 4. and an extra toe wiggle in the back feet to shows the character impulse budy p
5. frame 4. and an extra toe wiggle in the back feet to shows the character impulse budy p

5. Down Pose (down extreme of the walk) Frame 4, Bending characters legs, Hips to rotation to the front,  Front feet flat, and then and copy the frame 1 back feet atributes to frame 4. and an extra toe wiggle in the back feet to shows the character impulse budy pressure as the last point contact with the ground before lift it of pn - Copy

6. And then coppied the frame 4 hips Rotate x and Translate y to Frame 16, repeat the same

6. And then coppied the frame 4 hips Rotate x and Translate y to Frame 16, repeat the same for the oposite feet

7. And then Frame 22 copiyng the rotation and translate atributs.png

7. And then Frame 22 copiyng the rotation and translate atributs

8. Up Positon Frame 10 and 22 the extreme up positiong of the walk. straghting  the charac

8. Up Positon Frame 10 and 22 the extreme up positiong of the walk. straghting  the character s leg, hips rotetion back

8.1. PS .In passing position was applyed 0.2 translate x 0n frame 7 and and 19 mirroring e

8.1. PS .In passing position was applyed 0.2 translate x 0n frame 7 and and 19 mirroring each one of it.

9. Upper Budy, Chest rotation oposing the legs of frame 1 and 25 .png

9. Upper Budy, Chest rotation oposing the legs of frame 1 and 25 

10. and frame 13 the same atributes but negative.png

10. and frame 13 the same atributes but negative

9. Upper Budy, Chest rotation oposing the legs of frame 1 and 25 .png
10. and frame 13 the same atributes but negative.png
11. Passing Position to frame 7 and 19 balancing the walking rotating the characters chest

11. Passing Position to frame 7 and 19 balancing the walking rotating the characters chest. 

12. Head - Frame 1 and 25 turning characters head slightly to oposing the front legs, mirr
12. Head - Frame 1 and 25 turning characters head slightly to oposing the front legs, mirr

12. Head - Frame 1 and 25 turning characters head slightly to oposing the front legs, mirroring these two frames

13 Head - Frame 13 the same mirrored numbers atrubutes.png
13 Head - Frame 13 the same mirrored numbers atrubutes.png

13 Head - Frame 13 the same mirrored numbers atrubutes

Assignment 2 - Walk_Cycle. The Limping Fela

Assignment 3 - 11 Sec Animation

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