Saturday, 6 March 2010

Evaluation

Unfortunately ran out of time with this project. The digital Environment project needed all of my attention this week so spent monday and Wednesday trying to sort out tracking and animation. The bike kept distorting when I was trying to animate it. Even tried lots of solutions with Steve and it didn't work. I feel a bit disappointed with this project as I need more time to develop my tracking skills and more time animating. If I had more time i would have liked the bike to do some stunts as well as better lighting. and I would have liked to make the wheels turn when the bike was moving. So a rather disappointing outcome much like the digital project.....

Friday, 5 March 2010

file:///Users/depamasih/Desktop/animation.qtfile:///Users/depamasih/Desktop/bike_imported_tracked_2.mov.qtfile:///Users/depamasih/Desktop/carpark09.mov.qt

Wednesday, 3 March 2010

and yet more probs with tracking......

Tracking car park

had real problems with tracking the car park scene. Had to do try so many times but the footage was really shakey so when solving was really poor thus making it really to place bike in scene.

Using the outliner and snapping to track


Problem solving.

Creating a handle to seelct bike > Parented to bike.
Trying to animate bike in scene...
Trying to snap to tracks to make animating easier...
Really not happy with this..My fluorescent rims have disappeared from my bike and the band that follows the bike. I had originally animated the bike as well as the camera separately so I could import into Maya live with tracked scene but when importing it didn't work......I am thinking of just animating the bike seperatly and importing it into after effects to combine to live action footage and track.

Problems.....problems....problems.........

Not happy with my tracking....barely understand the process although because i had to track so many times I understand the process. its just today when trying to animate I had all sorts of problems. When selecting the bike and moving it so I can key frame the bike would distort in various poses that simply made the bike disjointed. Steve and I tried so many things.....making a handle so the bike was easier to model then trying to snap handle to tracking points......even producing planes distorted the bike.

I am really not pleased with the test animation.......feel like time is running out and I also need to do lots with the Digital environments. Did try request an extension but, not successful. I feel if I had another couple of days I could get another film footage that I'd be happier with. Unfortunately Due to the lack of time I have to make do with submitting a seriously not finished scene. I would have liked the bike to do a couple of poses in the middle.


Animation test

animating camera

cool website on ambient occlusions

http://www.tutorialized.com/view/tutorial/Ambient-Occlussion-Using-mib_amb_occlusion-node/43360

MOVIE CLIP OF CAMARA AND ANIMATION FIRST SCENE

LIGHTS AND CAMERA


SHADERS AND TEXTURES

Update

I've had a real nightmare with this project. The original mad max footage was going to be a nightmare to track so Steve decided that myself and Josh take an outside footage of the carpark and track that. So got back and it's taking me 6 attempts to try track clip. I've lost 2 good solid days with trying to track this car park clip.

I had problems with my maya as every time I tried to open Mayalive and work my laptop would just crash. This may have been because I was running Maya 8.5. However I am running Maya 10 now i haven't tried tracking on it yet as the film isn't trackable.

So I'm going to try put it in After effects. See what we can do!



Sunday, 28 February 2010

Schedule

drawings and research



tron bike industry project
tron bike industry project
WK1 13.01 WK2 20.01 WK3 27.01 WK4 03.02 WK5 10.02 WK6 17.02 WK7 24.02 WK8 03.03
Pre-Production snow Pre Production
snow storyboard and concept Character 1 Post Production
Modelling Modelling Modelling Animating Render and Compositing
Brief set up blog Tracking Lighting
Characters Textures
Modelling research film footage research film footage
Modeling tutorial Modeling tutorial
Tracking Maya Live Lighting tutorial
Lighting
Animating
Post Production
Resources tron bike
mad max
tutorials
maya live
Totals 8 week project






























Saturday, 27 February 2010

Friday, 26 February 2010

Maya Tutorial - Texturing and shading

MAYA-Texturing-Shading-1_clip_image003.jpg


Color

The default material color.

Transparency

If the transparency value is 0(black),the surface is totally opaque; if the transparency value is 1(white),the surface is totally transparent. If you change transparency from the default black ,the background of the material's hypershade swatch becomes a checked pattern .This is not a visual aid and is not rendered.

Ambient Color

Uses Black by default. As the ambient color becomes lighter, it affect's the material's color by lightening it and blending the two colors.

Incandescence

The color and the brightness of light that a material appears to be emitting. The default color value is 0.

Bump Mapping

Makes the surface appear more rough or bumpy by altering surface normals according to the intensity of the pixels in the bump map texture. A bump map does not actually alter the surface.

Diffuse

Gives the material ability to reflect light in all directions. The diffuse value acts like a scaling factor applied to the color setting-the higher the diffuse value, the closer the actual surface is to the color setting.

Translucence

Gives the material the ability to transmit and diffuse light. Light falling on a translucent surface is first absorbed beneath the surface and then diffused in all directions. The slider range is 0 to 1.

Surface Material Attributes

Specular color

The color of shiny highlights on the surface. A black specular color produces no surface highlights. The default color value is 0.5.

Reflectivity

Gives the surface the ability to reflect its surroundings or the reflected color. The default color value is 0.5.

Reflected color

Represents the color of light reflected from the material. This can be used to tint a reflection.

Surface Material

Fig 5-3 Surface Materials

Anisotropic

Represents surfaces with grooves, such as cd or feathers etc. Anisotropic material (such as Phong or Blinn)reflects specular light identically in all directions.If you spin an isotropic sphere, its specular highlight remains still.

Roughness

Determines the overall roughness of the surface. The range is 0.01 to 1.0.The default is 0.7.Smaller values correspond to smoother surfaces and the specular highlights are more concentrated.

Fresnel Index

A fresnel is a flat lens consisting of a number of concentric rings that reduces spherical abnormalities. The Fresnel index for water is 1.33.Value range from 1.0 to 20.0.

Anisotropic Reflectivity

If on, Maya automatically calculates Reflectivity as a fraction of roughness. Reflectivity is on by default.

Blinn Attributes

Color The base color of the surface.

Transparency Adjusts the surface opacity. You can use colors to create a tinted glass effect.

Ambient Color Adds to and blends with the color value.

Incandescence A simulation of emitted light. At low values, it tints and self-illuminates the material, and at high values, it overtakes the material's color and becomes self-illuminated.

Diffuse By default, it's set to 0.8, which dulls down the color value you've set.

Translucence A special effect in which light is absorbed and scattered as it passes through an object, useful for simulating materials such as frosted glass.

Translucence Focus Controls how light scatters from the surface.

Eccentricity The width of the highlight, simulating how polished or rough the surface appears.

Specular Roll Off The brightness/intensity of the highlight.

Specular Color The color of the highlight; usually set to white or a gray value.

Reflectivity The strength of reflections on the object. Reflections can be raytraced or use texture maps.

Reflected Color For Blinn, the color swatch and slider have no effect. However, when a texture map is applied, it appears to be reflected by the material.

Lambert

Represents matte surface(such as chalk,matte paint,unpolished surfaces) with no specular highlights. The initial shading group uses a lambert material.

Layered Shader Attributes

Represents a single surface material composed of several different surface materials layered on top of one another.

Transparency

By default the material is semi-transparent.

Compositing Flag

Composites the layers using a layered shader or layered texture mode.

Hardware color

Helps you distinguish the objects assigned to a layered shader in the views.

Phong Attributes

Represents glassy or glossy surfaces with a hard specular highlight.

Cosine power

This feature is available to the phong material. Controls the size of shiny highlights on the surface. The default value is 20.

Phong E Attributes

A simpler version of the phong material. The specular highlights on the Phong E surfaces are softer than those on Phong Surfaces and Phong E surfaces render faster than Phong surfaces.

Roughness

Controls the specularity focus.

Highlight Size

Controls the amount of specular highlight.

Whiteness

Controls the specular highlight color. The default value is white. You can also map a texture to this value.


Shading Map Attributes

Represents a color map you apply to surfaces after they are rendered.The shading map material is useful for creating non-photorealistic effects(cartoon shading)or to highlight threshold values in a rendered image.

Shading Map Color

Defines the color of the material. The default is gray.

Shader

You can map any material to the shading Map material.

Surfaces Shader Attributes

A wrapper node, meaning you can connect any keyable attribute to this shading group and then connect the shading group to an object.

Out color

The color of the material .The default is black.

Out Transparency

The transparency of the material. The default is black.

Out Glow Color

The glow color of the material. The default is black, without glow.

Use Background

You use it to set the object's Matte channel to 1 or 0, or create a matte for shadows and reflections on the surface. This material applies the same color as the objects in the background image to stand -in-surfaces.

Attributes

Adjust the Use Background material's to the light ,shadows, reflections and the geometry placement in the scene.

Texture Mapping

Normally, a texture refers to applying a 2D image around a 3D surface, rather like wallpapering a curvy surface. Because a 2D image can be stretched, wrapped, and projected onto a surface in many different ways.

Mapping Coordinates

Mapping coordinates, also known as UV coordinates. For NURBS, parametric mapping is inherent to the surface and this is typically what's used. Parametric mapping is the 0 to 1 coordinate system that NURBS uses to map textures across its surfaces. It makes sure that the textures stay mapped to the surface like a decal, even if the geometry is deformed.

For polygon surfaces, mapping is normally applied by projecting 2D maps across the 3D surface in one of several ways: planar, cylindrical, spherical, and a special method called automatic mapping.

Fig 5-4 Mapping projection

Procedural Maps

In addition to applying an image or movie to a surface, Maya has other texture types called procedural textures. Many patterns, such as bricks, tiles, and gradients, are so repetitive that they can easily be represented by an equation. By using special forms of seemingly random values, many natural effects can be simulated mathematically: Marble, leather, water, granite, and many other complex and random textures are included with Maya as procedurals.

Maya's procedural textures come in two varieties: 2D and 3D. You can think of the 2D procedurals as a calculated form of a bitmap.When 3D procedurals are applied, however, they exist throughout 3D space, and object surfaces define where you see the texture. It's like carving the object from a block of the material.Procedural textures have several benefits. Because they are formula based, their parameters can be adjusted to instantly synthesize all kinds of different effects.

2D Procedurals

Maya's 2D procedurals can be divided into two categories: regular patterns and noise patterns. The regular patterns include Grid, Checker, Bulge, Cloth, and Ramp. With these patterns, you can create tiles, bricks, and many other man-made repeating effects. Noise patterns include Fractal, Mountain, Noise, and Water. These psuedorandom textures are excellent for creating the complex "dirty" surfaces common in nature.

3D Procedurals

All the 3D procedurals but snow are random types. Some, such as wood and marble, clearly imitate nature. However, all are excellent for synthesizing random effects.

Assigning material to surfaces

The following lists a few quick ways to assign a material to a surface.

  • In the view,select the surface to which you want to assign the material.

  • From Hypershade, MMB-drag the material swatch over the selected surfaces.

or

  • In the view ,shift-select the object to which you want to assign the material and in hypershade,click the material swatch.

  • While the cursor is over the material swatch in hypershade,RMB -click-drag to select assign material to selection from the pop-up menu.

or

  • MMB-drag and drop a Hypershade swatch onto an object in the IPR Render view.

To apply a material to several surfaces from with Hypershade

  • Select the surfaces in a view.
  • In Hypershade,RMB-click over the material swatch and select Assign material to selection from the pop-up menu.

To apply a material to a group of faces on a polygonal surface

  • Select the surface.

  • Press the RMB while over the surface,select face from the marking menu,then choose the select by component type icon.

  • Select the face you want to map.

  • While the faces are highlighted in the view, in hypershade,LMB-shift-click over the material swatch you want and press theRMB and select Assign material to selection from the pop-up menu.

    http://images.google.co.uk/imgres?imgurl=http://www.expertrating.com/courseware/mayacourse/MAYA-Texturing-Shading-1_clip_image002.jpg&imgrefurl=http://www.expertrating.com/courseware/mayacourse/MAYA-Texturing-Shading-1.asp&usg=__Jy5O2eUSQB4ln3EiNa0cqO5RBcM=&h=525&w=568&sz=28&hl=en&start=69&um=1&itbs=1&tbnid=I91l48HL3n9YiM:&tbnh=124&tbnw=134&prev=/images%3Fq%3Dadvanced%2Bmaya%2Btexturing%2Band%2Blighting%26start%3D63%26um%3D1%26hl%3Den%26lr%3D%26sa%3DN%26ndsp%3D21%26tbs%3Disch:1

Tuesday, 23 February 2010

where am I - update

OK....starting to feel a little nervous with getting this project done. I'm a week behind so got lots to do.
Things i have left to do.

Tracking
Animating
lighting

Achieved
modeling bike
some lighting
tracking lighting wall for bike
storyboard concepts
editing movie
chosen movie clip
research
timeline
brief

If I had to do this project again I would defenatly finish modeling earlier and spend more time on tracking and lighting. Hey...but lets not forget lost two weeks at the beginning with snow!!!