Friday, November 20, 2015
Friday, November 6, 2015
Monday, November 2, 2015
Wednesday, October 21, 2015
Interior Lighting
In this tutorial I dropped point lights into the scene and applied a pre-made light them. Then I used mental ray materials to color the rest of the scene and use gamma correct and color ramps to make them fit in with the rest of the scene.
Exterior Lighting tutorial
In this tutorial I worked with physical sun and sky which originally is very intense and learned how to adjust settings to allow it to appear like it normally would outside. Then we used mental ray materials and many file textures for the scene such as with the chairs, towel, trees, and stone. I adjusted the pattern for the stone wall and we adjusted the direction of the light so everything in the scene looks normal, as if it were a real house.
Thursday, October 8, 2015
Game Concept & Modification Task Sheet
Game ideas:
1. Platformer level-based game,
2. 2-D roman-based side scrolling combat,
3. 2-D arena fighter.
4. Visual Novel.
5. Physics game.
Game name: Achilles
What platform is used to play the game?
Computer
What is the objective of the game?
Clear stages by killing enemies.
What three things do you like about the game?
You can pick up/throw spears. The optional blood. Being able stun enemies.
What three things do you not like about the game?
Choppy/robotic movements, overwhelming amounts of enemies at times, can't turn around to face enemies in the back if enemies are also in front of you.
List three reasons why you think this game is popular and successful?
The gameplay is simple. The game is addicting due to simplicity and combat. It's based off a famous greek hero.
Game modification plan:
The goal of the game could be to besiege troy rather than just fight random enemy waves and the occasional boss. I would make the movements less robotic and add a story to the game, as well as modify the controls to allow turning around and possibly add more attacks/defenses. These ideas were most likely not implemented due to the designer either not caring, not thinking about it, or not having enough time to finish it as well as not having the knowledge to do so. I think players would like the character's movements to be smoother as well as a story to keep them invested in the game, as well as more attacks and defenses to make combat more complex and interesting. These changes would be difficult to implement due to programming difficulties with the several different commands and attack/defense combinations. The developers may not know how to implement these ideas or may not want to. Also the developers may enjoy the game without an overly complex story.
1. Platformer level-based game,
2. 2-D roman-based side scrolling combat,
3. 2-D arena fighter.
4. Visual Novel.
5. Physics game.
Game name: Achilles
What platform is used to play the game?
Computer
What is the objective of the game?
Clear stages by killing enemies.
What three things do you like about the game?
You can pick up/throw spears. The optional blood. Being able stun enemies.
What three things do you not like about the game?
Choppy/robotic movements, overwhelming amounts of enemies at times, can't turn around to face enemies in the back if enemies are also in front of you.
List three reasons why you think this game is popular and successful?
The gameplay is simple. The game is addicting due to simplicity and combat. It's based off a famous greek hero.
Game modification plan:
The goal of the game could be to besiege troy rather than just fight random enemy waves and the occasional boss. I would make the movements less robotic and add a story to the game, as well as modify the controls to allow turning around and possibly add more attacks/defenses. These ideas were most likely not implemented due to the designer either not caring, not thinking about it, or not having enough time to finish it as well as not having the knowledge to do so. I think players would like the character's movements to be smoother as well as a story to keep them invested in the game, as well as more attacks and defenses to make combat more complex and interesting. These changes would be difficult to implement due to programming difficulties with the several different commands and attack/defense combinations. The developers may not know how to implement these ideas or may not want to. Also the developers may enjoy the game without an overly complex story.
Monday, October 5, 2015
Camera shots
Aerial Shot -
A shot filmed from the air, often used to establish a location.
Arc Shot -
The subject is circled by the camera
Bridging Shot-
A shot that denotes a shift in time or place.
Close Up-
A shot that keeps only the face fully in the frame.
Medium Shot-
A shot that shows less than a long shot, more than a close-up.
Long Shot-
A shot that shows the entire subject from top to bottom.
Cowboy Shot-
A shot framed from mid thigh up.
Deep Focus-
A shot that keeps the foreground, middle ground, and background all in focus.
Dolly Zoom-
A shot that sees the camera track forward toward a subject while zooming out.
Dutch Tilt-
A shot where the camera is tilted on it's side.
A shot filmed from the air, often used to establish a location.
Arc Shot -
The subject is circled by the camera
Bridging Shot-
A shot that denotes a shift in time or place.
Close Up-
A shot that keeps only the face fully in the frame.
Medium Shot-
A shot that shows less than a long shot, more than a close-up.
Long Shot-
A shot that shows the entire subject from top to bottom.
Cowboy Shot-
A shot framed from mid thigh up.
Deep Focus-
A shot that keeps the foreground, middle ground, and background all in focus.
Dolly Zoom-
A shot that sees the camera track forward toward a subject while zooming out.
Dutch Tilt-
A shot where the camera is tilted on it's side.
Wednesday, September 30, 2015
Monday, September 28, 2015
Wednesday, September 2, 2015
Quickstart to animation in Maya Assignment 3
For this project I took the walking clip and added an idle animation before and after it, then blended them to make this animation.
Monday, August 31, 2015
Quick Start Volume 2 Assignment
For this assignment I followed exactly what we did in the lessons and animated two jumps for the turret.
Thursday, August 27, 2015
12 principles of animation
Squash & Stretch - Gives an object the illusion of weight.
Anticipation - Allows the audience to guess or know what is about to happen.
Staging - How a scene is set up that conveys to the audience the mood and feel of the scene.
Straight Ahead and Pose to Pose - Straight ahead is used for more fast-paced wild action type scenes. While pose to pose is planned out and has more controlled actions.
Follow Through and Overlapping action - Parts of a character catching up to the main mass, for example when someone stops running most of their body stops, but their hair still moves and stops shortly after the rest of them do.
Slow-Out and Slow-In - As action start they begin slowly then build up speed (Example: Running) the same goes for one an action ends, it starts fast then slows down to a stop (Example: Also running).
Arcs - All actions follow an arc or some form of circular path that must be shown in animation.
Secondary Action - Something that reinforces a character's main action, enriching it and making it more realistic and appealing.
Timing - When an action happens and how quickly it starts/ends/how long it lasts.
Exaggeration - Extreme distortion of an action to bring attention to it.
Solid Drawing - The basic skills of drawing form, weight, and volume solidity and the illusion of these dimensions.
Appeal - Giving the character characteristics/personality/details that will appeal to the target audience, making them like and enjoy the character.
Anticipation - Allows the audience to guess or know what is about to happen.
Staging - How a scene is set up that conveys to the audience the mood and feel of the scene.
Straight Ahead and Pose to Pose - Straight ahead is used for more fast-paced wild action type scenes. While pose to pose is planned out and has more controlled actions.
Follow Through and Overlapping action - Parts of a character catching up to the main mass, for example when someone stops running most of their body stops, but their hair still moves and stops shortly after the rest of them do.
Slow-Out and Slow-In - As action start they begin slowly then build up speed (Example: Running) the same goes for one an action ends, it starts fast then slows down to a stop (Example: Also running).
Arcs - All actions follow an arc or some form of circular path that must be shown in animation.
Secondary Action - Something that reinforces a character's main action, enriching it and making it more realistic and appealing.
Timing - When an action happens and how quickly it starts/ends/how long it lasts.
Exaggeration - Extreme distortion of an action to bring attention to it.
Solid Drawing - The basic skills of drawing form, weight, and volume solidity and the illusion of these dimensions.
Appeal - Giving the character characteristics/personality/details that will appeal to the target audience, making them like and enjoy the character.
Wednesday, August 26, 2015
Turret Animation
For this assignment I used the turret provided and thought of it as a turret demonstration. I had the turret turn right, then look up as if aiming at an airborne enemy, lower the barrel, then repeat the.
same process to the right. The turret then turns back to it's original start/resting position and jerks repeatedly as if firing bullets.
Tuesday, August 25, 2015
Why I'm here.
I wanted to be in Animations 2 to continue my education of animating. I wish to pursue a possible career in animation and animate for large companies like Disney/Pixar or Blizzard. I wish to learn as much as I can from this class and hone my skills. I want to be able to make a career and living off of animating and these classes are a start.
Subscribe to:
Posts (Atom)