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Modeling and Animation

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Modeling and Animation. Lecture 3. Creating a Skeleton. Maximize Front View. ... Human Skeleton. Pelvis (Root) System 1. System 2. System 3. Skin Modifier ... – PowerPoint PPT presentation

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Title: Modeling and Animation


1
Modeling and Animation
  • Lecture 3

2
Creating a Skeleton
  • Maximize Front View.
  • Click on Create , Systems and Bones.
  • Turn off Create End Effector.
  • Turn on Assign to Root.
  • Click left and drag four times, and click right
    to finish.
  • Make the knee slightly bent.
  • Name Bone01 Bone04 Hip, Thigh, Shin and
    Foot.

3
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4
Hip
Thigh
Shin
Foot
5
Create End Effectors
  • Select the Foot bone and go to the Motion tab
    in the Command Panel.
  • In the End Effectors section, press Create.
  • Select the Shin bone and go to the Motion tab
    in the Command Panel.
  • In the End Effectors section, press Create.

6
Creating a Dummy for Manipulating the End
Effectors
  • Click on Create and Helpers and Dummy and
    draw a dummy object near the foot.
  • Use the Non-Uniform Scale option on the Main
    Toolbar to lengthen the dummy to match the foot.
  • Move the dummy to a position enclosing the foot.
  • Name the dummy End Effectors Dummy.

7
Linking a Dummy to the End Effectors
  • Select the Foot bone. Go to the Motion tab on the
    Command Panel.
  • Press the Link button under End Effector
    Parent. Then click left on the End Effector
    Dummy. Do the same thing for the Shin bone.
  • This is a special type of parenting, not the same
    as you get from using Schematic View to do
    parenting.
  • Now when you translate and rotate the End
    Effector Dummy you will be simultaneously moving
    both the Foot and Shin end effectors.

8
Setting the Joint Limits
  • Select the Shin bone.
  • Select Hierarchy and IK on the Command Panel.
  • Notice that the Y axis is Active in the
    rotational joints section.
  • The Shin joint can only rotate around its X axis.
  • Check Limited and set the joint limits to -25
    25.
  • Notice the little lock icon near the Shin joint.

9
Setting the Solution Range
  • Click on the Time Configuration button (lower
    left of Maxs window) and set the active time
    segment to 0200.
  • Select the Shin bone and go to the Motion tab
    in the Command Panel.
  • Set the solution range to match the active time
    segment 0200.

10
Human Skeleton
System 3
Pelvis (Root)
System 1
System 2
11
Skin Modifier
  • Use Create and Geometry on the Command Panel
    to create a vertically oriented cylinder at the
    World Space origin.
  • Set height to 100, radius to 20 and height
    segments to 20.
  • Click on Create , Systems and Bones.
  • Turn on Assign to Root.
  • Click left and drag two times, and click right to
    finish, drawing a thigh and shin as you do so.
  • Use Select and Move on the main toolbar to move
    the bones to pass through the center of the
    cylinder.

12
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13
Linking Skin and Bones
  • Select the cylinder and use Modify and More
    on the Command Panel to give the cylinder a Skin
    modifier.
  • Click on Add Bone and select Bone02.
  • Click on Add Bone and select Bone03.
  • Use Select and Move to move end effector (blue
    cross).
  • Notice how the cylinder changes shape.

14
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15
Adjusting the Influence Envelopes
  • Press the Subobject button and notice that the
    envelope of one bone appears.
  • Select either one of the bone envelopes by
    clicking on its name in the Parameters section
    of the Command Panel.
  • Drag a box around one of the diamonds defining
    the envelop to select the diamond.
  • Move the diamond around and see how changes in
    the envelope lead to a change in geometry.

16
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17
Free Form Deformation
  • Activate and maximize the Perspective viewport.
  • Click right on Perspective and select
    Wireframe.
  • Click on Create and Geometry on the Command
    Panel and create a sphere at the World Space
    origin.
  • Click on Modify and More on the Command Panel
    and select FFD(box).
  • Use the Set number of points button to select 5
    points along the width.
  • Press Subobject and All Z and click left on
    one of the vertices along the front face of the
    grid.
  • Use Select and Move on the Main Toolbar to drag
    out a column of grid vertices away from the
    sphere.

18
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19
Morphing
  • Use Create and Geometry on the Command Panel
    to create a sphere in the Top viewport.
  • Use Edit and Clone on the Main Menu to make a
    copy.
  • Use Select and Move to move the copy to the
    right. Name it Up Target.
  • Likewise, make one more copy further to the
    right, and name it Down Target.
  • Go to and maximize the Front viewport.

20
Applying a Morpher Modifier
  • Select the original (Sphere01) and use Modify
    and More on the Command Panel to apply a
    Morpher modifier.
  • Scroll down the parameters rollout and press the
    Channel 1 button, currently empty.
  • Press Pick Object from Scene under Channel
    Parameters and select the Up Target to assign it
    toe Channel 1.
  • Likewise, assign the Down Target to Channel 2.

21
Editing the Morph Targets
  • Select the Up Target and press Subobject on
    the Command Panel.
  • Use Select and Move on the Main Toolbar to move
    a group of vertices upward. Unpress Subobject
    on the Command Panel.
  • Select the Down Target and press Subobject on
    the Command Panel.
  • Use Select and Move on the Main Toolbar to move
    a group of vertices downward. Unpress Subobject
    on the Command Panel.

22
Applying and Animating the Morph Targets
  • Select Sphere01 and press Reload All Morph
    Targets on the Command Panel.
  • Vary the spinners on Channels 1 and 2 and observe
    the effect on Sphere01. Reset the spinners to
    zero.
  • Turn on the Animate button Move the time slider
    to 50 and increase the Channel 1 spinner to 50.
  • Move the time slider to 100 and increase the
    Channel 2 spinner to 100.
  • Play the animation and notice that the sphere
    morphs up over 50 frames and morphs down over 100
    frames.
  • Open Track View and examine the channel tracks.

23
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24
The morph target channel values show up as tracks
in Track View.
25
Space Warps
  • Click on Space Warps on the Main Menu and
    select FFD(box).
  • Drag out a 4x4x4 grid in the Perspective
    viewport.
  • Press Set number of points on the Command Panel
    and change to a 4x5x4 grid.
  • Press Subobject and All Z on the Command
    Panel.
  • Use Select and Move on the Main Toolbar to drag
    out two columns of grid vertices away from the
    rest.

26
Moving an Object Through a Space Warp
  • Use Create and Geometry on the Command Panel
    to create a sphere in the Top viewport, off to
    the left of the FFD grid.
  • Press Bind to Space Warp on the Main Toolbar
    and click left on the sphere, drawing a dotted
    line over to the FFD grid.
  • Use Select and Move on the Main Toolbar to move
    the sphere through the FFD grid.
  • Notice how the grid distorts the sphere as the
    sphere moves through the grid.

27
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28
Lights
  • Directional Generates a family of light rays
    that are all parallel to each other. (Sunlight).
  • Omni Generates a family of light rays radiating
    out in all directions from a single point. (Bare
    Light Bulb).
  • Spot An Omni light whose distribution is limited
    to a cone. (Light Bulb with Shade).
  • Note Directional and Spot lights have free and
    target versions.
  • Note By default, lights have no attenuation, but
    attenuation parameters may be adjusted.

29
Shadows
  • Ray Traced Shadows
  • Generated by ray tracing.
  • Geometrically accurate.
  • Sharp.
  • Time consuming.
  • Shadow Maps
  • Generated by a projection operation.
  • Varying levels of resolution.
  • Not geometrically accurate.
  • Soft.
  • Fast.

30
Cameras
  • Free Camera
  • A single object represents the camera.
  • The camera object can be translated and rotated.
  • Target Camera
  • Two separate objects Camera and Target.
  • The camera and target objects can be translated
    but not rotated.

31
Make the target a child of the moving face
object. As the face moves, the target will
automatically track the face.
Target
Camera
Target
32
Motion Blur
  • Temporal Antialiasing Makes fast moving objects
    or quickly changing scenes appear to move or
    change smoothly.
  • Object Motion Blur
  • Works at the object level and is not affected by
    camera movement.
  • Makes multiple copies of the object in between
    frames and then rendering them together.
  • Image Motion Blur
  • Smudges the object by creating a smearing effect
    rather than multiple images. It considers camera
    movement.
  • Image motion blur is applied after scanline
    rendering is complete.
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