Categories
ADVANCE & EXPERIMENTAL MAYA

Project MAYA : FEEL GOOD

The project for this term was to create a Satisfying video with the help of maya and its animation tool. For this i created a Mechanical Animating cube with the help of Maya Mash Tool set. With Maya Mash, artists can use to build and modify a variety of 3D shapes, including particles, 3D objects. Maya Mash is a versatile tool for creating stunning animation because it includes an extensive variety of animation options, including dynamic simulations, keyframe-based animation, and procedural animation. Artists are able to experiment with various designs thanks to its user-friendly interface and real-time feedback. For motion graphics artists and 3D animators looking to produce dynamic and compelling animations quickly, Maya Mash is a popular option.

To begin with, I created a basic shape which would be copied onto a grid that would be needed for the animation. I got this output by manipulating vertices of a box polygon, and later on with the help of maya mash tool I copied and created a repro mesh in Mash, that included this cube.

Basic Cube
Copied and created a Grid

Mash Distribute Tool was used by me to copy this cube and create a grid.

Mash Distribute Tool
Tool Settings (manipulated)

Later with the help of the “Offset tool”, I flipped the repro mesh, which would be later manipulated and animated. For this instance, I rotated all this geometry at @180 degrees. After rotating, I used the fall-off. The work of this fall-off setting is that it inverts the setting that has been used is the area that we have assigned. For example, you can have a look below, and notice that, I assigned a sphere as a fall-off object, and it rotates and flips the cubes according to the graph that I have assigned to it.

Rotated Object
Fall off Sphere

After creating this animation by editing and keying the fall-off, I had to copy this grid and create it in a shape of a Cube. For getting this output, I created a new Mash network with the help of this repro mesh 1. But, I wanted to copy this newly mashed network to be the shape of a cube. Hence, I inserted the cube shape as the reference for copying. Which helped me in getting the animation copied on all sides of the cube.

Animation making the shape of a cube

After this step, as the box was too sharpy and reflected the lights in an unusual manner, I replaced the box with this newly created geo., which I obtained by booleaning a sphere and a box, and merging them together.

New repro mesh (replaced)

Along with the main machine, I created this ‘Base Machine’ with the help of a cylinder. It was a basic and simple build. For this I selected random rings of faces on to the cylinder and extruded it to for my desired shape. While tweaking various vertices and edges I got this simple but effective machine that would act like a base. For the handle, I took a disk and later selected alternate faces and extruded it accordingly. I got this shape by playing with the offset and inset in the extrude tool, and in the end I smoothen out this machine.

For Rendering, I gave the Base machine an Arnold texture. And for getting the irregular bumps, I gave this machine the bump map and added scratches to the texture. As for the main Cube, I gave Arnold texture and the preset of silver onto it.

Categories
ADVANCE & EXPERIMENTAL Compositing

WEEK 14 NUKE: COLOR PASSES INTO 3D SPACES

Working with color passes, which are independent images that reflect various components of the final composite, is one of Nuke’s key capabilities. By modifying the distinct elements that make up the composite, such as shadows, highlights, and reflections, color passes can be utilized to produce a final image that is more polished and realistic. Artists can have more control over the final image and make changes to specific elements without altering the composite by dividing these components into independent passes. In this approach, color passes to enhance the final product’s overall quality while enabling more effective and efficient compositing procedures.

To begin with, we had given a .exr image, which had all the element information such as shadows, highlights, and reflections. We had to manipulate it and color grade the truck to match and merge the truck along with the respective background.

Following to this, I manipulated the passes according to what is needed, which you can see below.

Car
Background
Workflow

Diffuse Manipulation

Color Grading
Specular Manipulation
Shadow Pass
Merging Together

Here is an another example which was obtained with the help of manipulating the passes. I started by manipulating the Specular passes of the car, which helped in matching the tone of the car to that of the background. Specular plays a crucial role in image pass manipulating. It helps in manipulating the Luminance pass of the car. Following to this, I manipulated the diffuse pass. This was according to the ratio needed for the car merging with the background and softing the light which bounces off the car.

After this step, I matched the color of the car by using the color grading method, in which we match the color according to that of the background. This step helped me a lot in getting the final touch for merging it with the background.

Workflow
Specular pass
Adjusting the Specual
Addition of Diffuse
Manipulating the Diffuse pass

Final Result after Color Grading
Categories
ADVANCE & EXPERIMENTAL MAYA

WEEK 11-14 MAYA: RUBE GOLDBERGS MACHINE

Rube Goldberg the name comes from an engineer named Reuben Goldberg who graduated from the University of California at Berkeley in the year 1904. Rube Goldberg used to sketch and drawing by taking reference from newspapers and magazines. But persuade the profession of engineering due to his father as he opposed the field of cartoons. After designing sewer systems for 6 months, he left the job after feeling distress and unsatisfied and joined a company named as San Francisco Chronicle to pursue the field of cartoon making, followed by sketching fighters in an MMA boxing ring.

In spite not being a famous artist in the beginning Goldberg hit of and became famous for his comics and news articles. But it was Goldberg’s invention series in which he showcased his engineering knowledge in comics, starring professor Lucifer Gorgonzola which was the best remembered. Later on, his knowledge of engineering was used to create elaborate contraptions to complete the simple tasks in an extraordinary way. These cartoons led Goldberg to win the Pulitzer Prize in the year 1948. And thus, these machines were created in real life and bears his namesake.

PROJECT RUBE GOLDBERG’S MACHINE

In this project we had to create our own Rube Goldberg’s machine. The fun part about this project was to plan and design our own machine. My plan for this project was to make use of the Collisions of the tool named “BULLET” in maya as well as making use of the Constraints in Maya.

In this plan the main task was to design and create the elements of the Machine. It was big and a difficult task to plan this machine, as we had to take care about the real life physics that would affect the ball which would result in falling and colliding with the Dominoes (bricks) and also planning about which constraints would be applicable for the plan and give me the best result. Along with this, I also had to look about HOW would the elements connect to each other without causing any problems.

PLAN FOR RUBE GOLDBERGS MACHINE

After planning the main task of implementing started. This Rube Goldberg machine was made with the help Bullet solver in which we can use the physics and kinematics to create our FX. Bullet Solver is a simple but a vast field to begin with. It has varieties of tools such as Passive Rigid Body, Kinematic Rigid Body, Soft Body, Rigid Body Constraint, etc. In bullet we can set the selected objects to be rigid, soft, etc. by which we can manipulate its mass, collision attributes and many other things.

FIRST SET UP OF THE PLAN

When we assign a bullet tool to a object, it begins with giving us a default Bullet Solver and a rigid Body Shape node which is added to the selected object.

AFTER APPLYING BULLET TOOL

The Assigned rigid body has various types of settings which are to be manipulated to get the desired output. We can also select multiple objects at a single time while applying the bullet dynamics to it. Mass, Friction and restitution plays a very important role in dynamics. While mass represents the over all weight of the object/geometry, friction takes care about the smooth collision between the object and collider. Restitution on the other hand helps in the amount of bounce that the object will have. Higher the amount of restitution more the geometry will have the bounce force.

Collision shape takes a very crucial part when collision. There are various types of collision shapes such as Box, Sphere, Grid, which are usually used for default objects respectively. If in case we have a geometry that is not a default shape (box, sphere, grid), we need to use Hull or an auto compound which manipulates this shape as per the geometry and skins itself to it.

I used the hinge constraint which help in limiting the rotation and the movement of the object as if it was fixed by a hinge joint, like that of a door.

Playing with constrains was a bit difficult as it was not sticking to the geometry and its pivot point was slipping of the geometry. This problem was faced by numerous others classmates.

To solve this problem we have to reset the setting of the constraint tools before applying it to the geometry, deleting the history of the selected object. After that step we have to change and set the pivot point of the constraint to the center of the geometry so that it doesn’t cause the slip of the pivot.

Hinged rigid body

UNTEXTURED PLAN
WIRE FRAME
Categories
ADVANCE & EXPERIMENTAL DESIGN FOR ANIMATION RESEARCH VFX FUNDAMENTALS

CRITICAL REPORT: PRODUCTION PIPE LINE FOR VISUAL EFFECTS

This critical report and its audio video presentation will focus on and gives us brief information about the production pipeline in the field of Visual Effects. It will tell us more about the overall procedures that takes place in the current VFX film industry.

My final critical report looks like the following:

AUDIO VIDEO PRESENTATION FOR CRITICAL REPORT.