This is the main project for VFX fundamentals that was in collaboration with Maya as well as nuke. In this project we had to take all the things that were taught in previous lectures from Maya and nuke and blend it together.
The project was started by creating a hot air balloon in maya. It had all these various content such as the balloon which had creases on it. Creases Are basically the edges that are well defined and hard edges. Along with the balloon, the other contents that were in the model was basket, cylinders, pipes and stands, knots of rope which was basically hard to create as new nodes like bend shape node and lattice were a bit difficult to learn on the first try. After the modelling of the balloon and giving it proper texture it was given a bit of animation, rendered it in Arnold and it was good to go to the further process that would be in the software of Nuke.
After Maya the further process was to be carried out in Nuke. This was the project where we have to bring our imaginations in and do the editing of the video provided to us. This video is the main plate and the next process came into place. The first step that I personally did was roto the mountain out of the plate as I wanted to add a secondary sky behind. I rooted the front mountain and the back Mountain differently because both of the mountain have different moment , causing the roto to be a bit shaky. Tracking the mountain helped me in assembling the roto to the Mountain precisely. After rotoing the mountain, I tracked and roto the sky and replaced it with another image of the sky. The next part was the most important part of editing the video that was colour correcting the plate according to the colour of the sky which emits the light. After that I added the balloons to this video, colour corrected it and finished it bye adding the defocus node to the balloons depending upon how far they are. In addition I also add an extra animated birds, colour keyed the green screen and added it to the plate. And this was the final result:
Final Project
Various Rotos AddedAdded track to the clouds by tracking of previous cloud’s movementColor Keyed the Brids and applied transformationAddition and Color Grading of the baloons
3D Equalizer is by no doubt the worlds leading 3D tracking solution, for merging live action footage with digital visual effects. This software specializes in 3D tracking and footage and gather points in order to create a geometry which would be used for Match Move purposes.
In the beginning after importing the image sequence and applying proper settings that are needed, we start by setting up points to track the footage. For this Tracking purpose, we need a will defined image where we can set the point which wont result us by giving jitters. For this reason we start by changing the color settings and getting a sharper perspective, which can be used for holding points at one place through out the video.
Later on, after the step of enhancing the color, we start applying tracking points. For this, we have to ctrl + left click on the desired location,and hit the track button. Sometimes, which there is a jerk or the desired point vanishes, we have to manually end the point or manually track the footage frame by frame. It is a bit burden some times, but we get to good results at such times.
COLOR CONTROL AND POINT DATAINDIVIDUAL TRACK POINTTRACKING POINTS
After the step of tracking, we have to solve the points. This step is crucial as this helps us in getting a proper camera animation. Hence, having a smooter line with out anr jitter is crucial. With the help of Deviation browser we get the information through which we can analyse and pop out the track points which would be giving us the errors or a high value. A maximum value of 0.5-1 is needed to get a smoother camera flow.
calculated camera trackPoints in 3D viewdeviantion curves for solving
After the step, with the help of these track points, we can build basic shapes, which would resemble the grid and its positions. This can be obtained by meshing the points using legacy. And after this step we can export the file to maya, where we can utilize this grids into making the match move needed for production purposes.
basic shape with the help of points
matchmove obtained after modeling and places basic grids on to the points.
For the Project Satisfying Animation, I created the animation of Lego cube falling in a symmetrical order and stacking back to the main object. I wanted this animation to be simple but effective. The main motive of this assignment was to create a single repeating cycle of this animation, which would depict endlessness.
Final Output
For the start, I created a ‘Lego Block’. For this, I simple took a cylinder and a cube, copied the cylinder so the it would resemble the Lego Block. After doing this, I selected all the edges and beveled it as they were extremely sharp. After this step, I also extruded the bottom of the lego block to create a “hollow” feel, and added a tube as per the lego requirements. Later on as I copied the lego block 4 times, my requirements for modelling were completed.
Lego Pieces StackedBeveled edges
For starting the animation I had to be vary of few things, 1. The Pivot 2. Smooth Animation 3. Camera Movement
The pivot plays an extremely important role in the field of animation. It can be called as the back bone/ center of the object. While animating, this pivot acts as the center and rotates/translates/scales the object respectively. Hence, I had to also animate the Pivot in order to get this output. Typically, as the pivot is a crucial elements the settings of pivot are not visible. For animating or viewing the setting of the pivot we have to unhide the settings of the object.
Later on we can manipulate and even key the settings of the same. By doing this, I moved and animated the pivot the pivot to the corners as I wanted them to move accordingly. And later as these key was too linear With the help of graph editor I made these keys have a smooth animation so that it eases in onto the next key.
The main task was to make this animation feel endless. But as the top lego pieces fall off, the animation was getting a huge off set in the translation. The solution that I came up for this was animating of the camera. I translated and move the camera in the -Y direction so that the red lego piece would be on the same position in the start and the end. And hence I was able to get this final output.
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 CubeCopied and created a Grid
Mash Distribute Tool was used by me to copy this cube and create a grid.
Mash Distribute ToolTool 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 ObjectFall 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.
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.
This week our main motive is to create stairs and adding falling balls to it. We started by duplicating special the boxes in a way it creates stairs. We added 0,1,-1 in order to get the axis right and added 10 units to it.
Then we started animating the ball manually.
The result was added with the help of graph editor and manually changing its position. Along with this we broke the tangents and manipulated the tangents to create a smooth transition. There were 2 balls: Ball A and Ball B, both having different characteristics.
Ball A was bouncy and Ball be had a weight and thats why it was less bouncy comparatively.
While animating the 2 ball we added weight to the broken tangents so that we can manipulate the curve individually to obtain a falling effect.
After the animation we started rendering.
Firstly we added the HDRI image to the arnold skydome light. Later on the base was added with the arnold shadow matte to get shadows on to the floor itself.
On the same day we started to learn a new concept in MAYA i.e. FX
We started it by learning more about Bullet And its various tools.
We started by knowing more about rigid bodies
Active rigid body
Passive rigid body
It started with learning more about collusion in between these rigid bodies. And with the help of this we started to collide more objects such as spheres and boxes that resembles dominoes.
Along with this we also learned about bullet Constraints, specifically Hinge, which acts like a point where an active object can be settled upon.
This is my Showreel from week 1 to week 10 (term 1) for subjects of Autodesk MAYA and Nuke. This showreel consists of all the assignments and projects that were given to us on the timeline.
The goal for the week nine was to Was to give talking animations to the Geometry of the face. The process began by choosing a reference video for the animation that we had to create for the geometry. For the same reference I chose a video from Disney movie called as Moana, where she had to leave her grandma behind and she can’t do that. I chose this specific video because in this video the character had proper expressions on the face, movement of the eyebrows, it moves its head accordingly and it also had proper lip movement which is not too complex but simple and effective.
After the choosing of the reference video, we started by giving proper animation to it. The first step was to move the jaw according to the character in the video, how it opens the mouth, closes the mouth and so. Then, with the help of the blend shape node we tried creating the movement of the lips match that of the character in the video. Later on the next step was to combine the expressions of lips with that of the eyebrows (the frowning and blinking which we did in the previous week) and create proper animation out of it. This was the hardest step as we had to do the proper animation by moving all the blend shape together and key them from frame to frame. While doing these Animation the blend shape node usually used to tackle itself as it’s included various shapes and animations and create a weird looking animation which we have to be vary upon.
Along with this, The second Main thing came into the consideration that is the movement of the head. Movement of the head gives information of how the character talks, how the character moves and resulting into causing extra smoothness in the animation. This moment was obtained by moving, rotating and transforming the bones from the rigging process.
In the Third week we leveled up in modelling and started to explore more in detail and precise ways through which we can get the maximum result of our modelling skills.
We learned tools such as Revolve, Creases as well as EP Curve tool to build the model of the balloon.
Along with this we learned the extrude tool, duplicate special and the Mesh tool know as ‘Bend’ in detail which helped us in making defined ropes and the pipes.
Additionally, we learned more about UVs in texturing, how to manipulate it, also how we can get proper Mapping for better results.
FINAL RENDER
Arnold Rendering was the final step to complete the project of Hot Air Balloon, which later on will be carried in the Compositing Development (NUKE).
Bump mapped Basket as well as added cylindersBump Mapped Cylinders as well as ropes
‘BUMP MAPPING’ in HYPERSHADE and its traditional way by manipulating the nodes to get more of a 3D look (scratches) on the texture without doing any changes to the model itself.
Burner and Discs (lattice transformed)Copied BurnerStand for Burners to sit Addition Of ropes and its knots holdsBasket to StandWireframed final model
The main Goal of the week was to add expression to the character. Though it is kind off a hard step as it has much more details that are to be taken care of. The brush tool being sensitive, I had a difficult time while adding the expressions.
Process:
In this week we started by refining the model. Firstly we added more edges and smoothed the topology of the character which helps in getting clear and even expression details to the model. By adding the bend shape node, we targeted the eyes and did an animation where we can open and close of the character.
Later on we added the expression of Frown to the character. By this we could manipulate the expression of the character resulting it to frown. The blend shape node along with the brush tools really helped us to understand how we can animate the expression of the character.