Tuesday, 20 April 2010
Animation Complete
Wednesday, 17 March 2010
Final thoughts and reflection
First of all, I need to mention the vast amount that I have learnt this semester. Having used 3Ds Max last semester for the first time, I had no idea how I would tackle this project, particularly having no idea how to create a character. As the weeks went on, I learnt so much, and I was able to create my character. Having spent many hours on this assignment, I am please with how my character turned out. The tutorials that Jo presented were extremely beneficial and help me so much. Next was the animation segment. Again, my experience with animation was virtually non-existent other than the animation I did last semester. This was overcome primarily by spending many hours setting and playing around with key frames and animating the body and props step by step as I went along.
As with any project there are things that worked well, and some things that did not seem to go quite to plan. The character that I created looks realistic, and the way that he has been animated is very life-like, especially the way he takes off his glasses, lays down the cards and contemplates what cards to lay down. I am a little disappointed that I could not animate his facial expressions. This could not be done because of the way that the head was skinned to the bone when it already had various other modifiers applied. However, I knew this from the beginning and that is why I decided to concentrate solely on the body animation and movements. Although there is some crimping in the mesh of the character shirt, it is far better than it was originally, and it is now minimal. I could remove this completely in the newer version of 3Ds Max, where there is a rotation modifier that would allow me to rotate the arm without altering the mesh. My main aim throughout this project was to match my character as close as possible to the original footage that I took of friends playing cards. I feel that I have managed this well, especially down to certain details like pushing his glasses up his nose, tapping his fingers on his mouth and wiggling his middle and index finger whilst he contemplates what card to lay. I am also pleased with the post production, where I have managed to use the camera angles effectively and the music that I chose suits the mood of the animation, I feel.
there were many sections that I struggled with. Creating the mesh was very time consuming and difficult to model so that it looked like the characters clothing. The toughest part was skinning the mesh onto the bones. I spent hours increasing and decreasing the strength of vertices so that the mesh only pulled where it was necessary. I am pleased with the amount of detail that I have used and how I have been so specific with the modelling and animation. The glasses were created with great detail, as were the props, bow tie and hands. Having looked at other 3D animations on youtube of poker games, I feel that my animation is equivalent to them and am proud of the work that I have created, particularly as this was my first attempt. I have enjoyed this module and found that by putting in lots of hours, it is possible to achieve good results from my work. Despite some difficult areas where I struggled, I have manged to create an animation that I am proud. I shall certainly try and create some more character animations in the near future as I found this very enjoyable.
Animation explained
Firstly, I chose a piece of music called 'Moten Swing' by Oscar Peterson. This is a lounge jazz track which seemed to suit the mood of the video.
It starts with a pan of the area where three players are playing cards.
As Maverick leans forward to pick up the cards, his glasses fall down his nose. This idea was obtained from my original film that I made a friend who had the same problem of glasses falling down his nose. He then pushes them back up.
Trying to bluff the other players, he risks all of his chips, hoping that his opponents will fold. Getting slightly edgy, he takes off his glasses to try to concentrate more. As he taps his two fingers around the mouth area, he discretely looks to his left to see what his opponents face looks like. Wiggling his fingers now, this idea was again taken from the original video that I took of friends playing cards. After he has laid his chosen card and the other players have laid their cards, he realises that he is not going to win. (Starts shaking his head).
In anger, he throws down his cards and pushes his glasses off of the table.
The final shot is of Maverick exclaiming that he could never have won with the poor hand that he was dealt. He shakes his head in disappointment and disgrace, whilst holding out his hand to show that he is annoyed with the cards he had.
Thursday, 4 March 2010
This week's animation
Again, there are still the inevitable problems which I have encountered. Perhaps it is me just being too accurate with it, but I like to make the final animation as exact as possible. The cards are still not picked up as they should be. I think that I will have to leave this as it is because many failed hours have been spent trying to sort this out. Because I have used a head that I created with many polygons and because it has been skinned to the bones that I created, for some reason I am unable to animate the face to make the character smile or close it's eyes. As such, I have decided to focus more on the body language of the character which I obtianed from the original video footage that I took, ensuring mannerisms and personalities were captured. The poker tiles now look more realistic when they are pushed forward, and one of the red one's falls off of the top of the pile. I am pleased with the way that I have got the character to contemplate his next move and they way that I have moved his fingers to show this. I am also very pleased with the way that my character throws his card down.
Overall, I am pleased with my animation, and am proud of what I have created. There are always going to be some problems with it as it requires so many key frames and there is so much going on during every second of the animation. I feel now that the hours that I have put into creating this animation are finally paying off.
Friday, 26 February 2010
Storyboard

Animation and problems so far.
Below shows what I have managed to create so far. There are some areas that I need to improve as they are a little bit ropey, and I have found that some of the shirt mesh does not look quite as I would like it to look. Either way, I am happy with the work that I have produced and am hoping to continue this animation over the coming weeks.
There are several areas that I am not happy with inside of my animation. Firstly, the mesh pulls when the arm is rotated. This is caused due to the fact that I am using 3Ds Max 9. If I were using 10, there are features that allow me to rotate the arm without the mesh being pulled. However, where the arms crease, this sometimes looks quite natural which can be used to my advantage. Secondly, the body becomes thinner when the character moves forward. Again, this is because 9 is not cabable of moving the bones without the mesh being pulled in an unusual way. When the character picks up the cards, it looks a little robotic. I have spent several hours trying to change this and make them smoother, but it is almost impossible without making the cards dissappear into the table top when they are picked up. I am, however, very pleased with the way that the character pushes the glasses up his nose and also the way that he takes them off.
Tuesday, 23 February 2010
Making the character sit down
It made sense to place the character in it's correct location where it would appear for the entire animation. Placing it amongst the crops that I had already created made my character come to life, and I can now vision how the final animation will look. Having had endless problems with rigging the leg mesh to the bones, I was hoping that the arms would be slightly easier. This was not the case. The first thing that I noticed with the arm bones was that when I moved them, they grew in length, to the point where when they were vertical to his body, they touched the floor. Having spent a couple of hours trying to overcome this, I decided to delete the current bones and create new ones. I then attached them to the previous bones and linke them in the correct fashion. Fortunately, they now work as I had hoped. Yet again, I had endless problems with the envelopes on the bones, and it took a long time to select the relevant vertices and ensure that they are highlighted in the relevant colour so that the mesh picks them up correctly. After a very long time, the arms finally moved as I required. However, there were some unacceptable creases on the arm mesh that I needed to sort out. Even though there are still some creases in the mesh, these look realistic as with any clothing a character will have some creases. Below shows how the character now looks:
Wednesday, 17 February 2010
Boning and skinning the hand
The next task was to sort out each vertex so that the fingers did not pull on other fingers. To do this, I selected the mesh and in the modifier panel selected envelope under the skin sub-title. From here, I was then able to select the surrounding vertices of each bone that should not have been selected, by ensuring that they had no colour, where as the selected ones needed to be red. (Shown below). This section was especially time consuming because it was very tricky trying to get the fingers to move without affecting any of the other surrounding vertices.
Monday, 15 February 2010
Creating the glasses
I then extruded the polygon twice that was on the inside of the frame near the nose, and shaped it up and over the nose to create the bridge. I then used the symmetry modifier to duplicate what I had made and changed the lens colour to black.

Friday, 12 February 2010
Character profile
Name: Maverick
Born: 19th January 1981
Age: 29
Height: 6 foot, 1inch
weight: 71kg
Likes: Winning
Hates: losing
Hobbies/interests: Playing Cards, water-skiing and golf
Favourite drink: Dry Martini
Favourite breakfast: continental
Transportation: Lexus LS 450
Best qualities: A good laugh to be with, popular with the ladies, generous with his money
Worst qualities: Often takes a joke too far, too competitive, poor judge of character
Career: N/A - All his money is made from gambling and playing casino's
Prejudices: Hates slow drivers and rugby (doesn't understand the rules)
Weaknesses: Sometimes struggles to get out of bed before midday
Most memorable moment: Earning 54k at a casino.... Only to lose it all again the following day at the same casino.
Thursday, 11 February 2010
Video of expressions
Props
I then drew a larger cylinder to create the table top.
Having researched other poker tables on the Internet, I was able to see what they look like. As such, I drew a torus around the table, and found some textures that suited the look of the table. Below shows how the table now looks:

The hardest part for this section was trying to get the leg to line up with the chair itself. The reason being that the leg protruded further at the back of the chair. To overcome this problem, I pulled the back leg in slightly towards the middle of the chair on both sides. The final outcome is shown below as a rendered image. I shall add materials at a later stage.

Below is the final image of how all of the props look. I will inevitably add more things at a later stage, but I now have the basic props that my character needs in order to play cards.

Bones
I then repeated this process, adding another small bone in the neck, and a larger one for the head. I then created bones for the arms, ensuring that there was one for the shoulder, one for the bicep area and one for the forearm. This made sure that the joints were in the correct places (elbow and shoulder).
To do the leg bones, I used the side viewport. In the same way as I did the arms, I ensured that there were four bones, with a knee joint, ankle joint and toe joint. At the very end I created another very small bone which protrudes outside of the body. Presumably, this will be used to move the character, so that I have something to select.
Once all the bones had been created, all that was left was to create the hands. This is going to be a little more tricky and will be created hopefully next week. The bones at the moment look like this, and will be added to the mesh later on.
The main problem that I had completing this stage was ensuring that all of the bones were linked together correctly. I had to use the link chart in order to arrange the links in the correct order, as some were incorrectly linked. Making sure that the fins did not protrude too far either was very important, so that they were contained within the mesh.
Friday, 5 February 2010
Shirt detail and belt
I then re-positioned the vertices so that they were as close to the body as possible. This took quite a long time because both the top and bottom vertices of the belt had to be positioned individually.
Now, to create the buckle. First, I created a standard box shape in the middle at the front of the belt. I ensured that there were two vertical lines running down the middle of it. I then pulled these vertices out so that the buckle became rounded.
Collar, bow tie and belt
In order to create the collar, I first started by by deleting a couple of polygons located at the top of the shirt.
From the side, the collar now looks like this:
The next task was to arrange the front of the collar so that there was a slight gap where the bow tie would go.
To create the bow tie, I started off with a standard chamferred box and scaled it to an acceptable size.
The next task was slightly more difficult. In order to create the triangular section of the bow tie, I created another chamferred box, and scaled the inside vertices towards each other to meet the first chamferred box I created in the last stage. I then selected the edges either side of the middle of the triangle, and pulled them in (also pulling the middle out). This gave the ripple effect of the bow tie.
Thursday, 4 February 2010
Creating the hands
So, firstly I started with a box in the centre of the hand that had 4 segments vertically and 3 segments horizontally:
Next, I selected the polygons where the fingers protruded and extruded them all very slightly. I then made another extrusion, followed by 2 very small extrusions. This then created the knuckles. I then repeated this process to create the final joints at the ends of the fingers then finished the fingers by using the chamfer tool. Once done, I could then re-arrange the edges and vertices etc, so that the fingers gradually chemferred towards the ends instead of being straight blocks. I then modelled the hands slightly so that they curved, also instead of being square blocks.
This section was specifically difficult because it required a lot of careful modelling. Where as the trousers, boots and shirt were all relatively simple objects, the hands were more complex, needing greater detail to ensure that the curvature of the hands were correct and also that the small extrusions were where the knuckle joints were located.
And finally, when a mesh smooth modifier was applied, it then looked as shown below.

Creating the hands proved very time consuming. To get them to look as accurate as they do too so long because there were many vertices and edges that needed to be moved around so that it modelled the hand accurately. I am now very pleased with the way this now looks, and feel that it is a good and accurate model of my hand.
Creating the model
To create the legs, I first started with a small cylinder:
I bridged 4 segments together, but left the top one open so that the arm could be extruded further. In a similar fashion to before, I selected the edges around the arm area and extruded them out twice to make an object that looks like a t-shirt:
Making another large extrusion for the main part of the arm, I then made another 2 small extrusions where the elbow joint is. This would make things a lot easier when my model moves around. I made another large extrusion, then another 2 extrusions for the end of the arm. Repeating this on the other side created both arms for the shirt. The final task, as always, was to re-arrange the vertices and edges so that the arms of the shirt were the correct size and shape. This was done using the scale and move tool. Although not very difficult to do, it is very difficult to arrange everything in such a way that looks realistic:
Thursday, 28 January 2010
Introduction to Bipeds and Mesh

I then started to create a skin for the model.
I then reduced the mass of the entire skin model so that it only just covered the biped. This made my model look thin but reduced any problems when I used the physique modifier. This is how my model now looks when I used a turbosmooth modifier:
Finally, I then had to connect the skin to the biped. this was done by selecting the skin and applying a 'physique' modifier to it. I then selected the 'attach to node' option, clicked on the biped and chose 'initialise' from the physique initialisation dialogue box. This then connect the biped to the skin model. From here, I could then select the biped, go to 'motion' then 'footstep mode' and using the 'create footsteps option, I could lay down where I wanted the model to walk to. Once the footsteps were laid, I then chose 'create keys for inactive footsteps' which then made my model move ready to walk when I pressed 'play'. A short movie is displayed below to show how this looks at present: