Process book research
(25%) |
Step 1. Reference video. Find two balls which
travel in noticeably different paths of motion (e.g., a heavy ball
and a light ball, a hard ball and a soft ball). Throw
the balls in any way you want. Bouncing movements
should not be restricted to vertical ones this time,
i.e. the balls should move vertically and horizontally. Video
tape bouncing actions of the two balls until they stop completely
or roll
out of
the camera
view. Don't
move your camera. Use a tripod if you have one. Bring
the actual balls to the class on the process book's due date. A video
reference clip of appropriate playable size (10 mb or less) should
be in your process book by the due date. Hint: Videotaping the balls
in
front
of a grid
will
help
you
figure
out
how the balls
travel. |
Part 3: Process book. In your local working area (e.g., a hard disc drive of your home
computer, in your account on the ATEC server, your USB memory
stick connected to a computer in an ATEC lab, etc.), create a process book page for Assignment 2 in the html format. You can
use Microsoft
Word, DreamWeaver, or any application
you like. The main page should be named as processbook.htm (not processbook.html -- the extension should be "htm" not "html".).
Your process book 's main page should
have links to all the required elements specified
above (i.e., a reference video and path of action drawing with timing.).
Submission:
- Log onto one of the machines in the ATEC building.
- Go to the folder in \\Atec01\Midori\Drop
Box\4337\your last name.
- Create a new folder in the folder with your last name and rename
it at A2.
- Copy your process book's main page, processbook.htm, and any other files that are
linked to the main page into your folder A2.
Requirements:
- Transfer your files to the specified folder before the class starts.
- Your process book must
be accessible from your name (link) in "student_works.htm" in \\Atec01\Midori\Drop
Box\4337.
- Your process book 's main page should
have links to all the required elements specified
above and the links
must be made among the files in the specified folder, i.e.,
no links should point back to your local area. Make sure the links work before the class starts.
|
Animation (75%) |
Produce a playblast (or hardware rendered) animation
with two bouncing balls (i.e. two balls should be animated in one
animation) to contrast the behaviors of the two. In order to apply squash and rotation properly,
read order of
transformation again.
Requirements:
-
The
animation should contain a complete thought on each ball.
This means each ball's motion is followed through, i.e., each ball
should be animated until it comes to a complete stop or is carried off
the screen
(i.e.,
the ball exits screen). The animation should not end abruptly.
-
Vertical movement (y-translation) and horizontal movements (x- and/or z-translation) of each ball are required.
- Animate at least 120 frames.
- Use half frame size, 320 x 240.
- The heights of a ball's bounces should decrease gradually over time.
- The amounts of time that a ball's bounces take should decrease gradually over time.
- The amounts of squash should decrease gradually over time.
- In the key frame for the moment when the ball bounces off the surface (i.e., when the ball is in contact with the surface), “break tangents" in the Graph Editor to make the curve a “V” shape, instead of adding more keys or leaving the curve in a "U" shape.
- Squash and rotation are required.
- For each squash, the attributes related to the squash must have keys in three frames:
a) in one frame before the key in that the ball is in contact with the surface; b) in the frame in that the ball is in contact with the surface, c) in one frame (or two frames) after the key in that the ball is in contact with the surface. In this manner, each squash happens in two or three frames: A squash starts in a); The squash is at its extreme in b); The squash ends in c).
- If you apply squash using scaling factors, the ball must be scaled up along the x- and z-axes and scaled down along the y-axis for each squash. In order to apply squash (scaling) and rotation properly,
use a proper hierarchy for transform nodes. (See order of
transformation.)
- If you apply squash with a squash deformer, put the deformer in the ball's hierarchy so that it moves properly with the ball.
- Transfer your files to the specified folder, and make sure the
links work and the animation file is playable before
the class starts on the due date.
- If you really want to, you can
render your animation using software renderer, but this assignment
is about animation and you need to focus on animating.
- Among the principles of animation, squash, follow through, arcs, and timing are required. (Apply other principles, such as anticipation, staging, and exaggeration, for extra credits.)
Submission:
1. Submit the following files into \\Atec01\Midori\Drop
Box\4337\your_last_name\A2
- Scene
file (Maya binary file).
- Screen
capture each ball's x-, y-, and z-translation channels
in Maya's Graph Editor.
- Screen
capture each ball's x-, y-, and z-scaling channels
(or squash deformer's factor channel
if you use a squash deformer for squashes, instead of scaling) in
Maya's Graph Editor. (The graphs should be scaled appropriately and readable.)
- AVI animation (10 mb
or less).
2. Create
links from your process book's main page to files above and make sure that the links work..
Notes:
- Your assignment should
be at least 50% done by the work in progress presentation
date. Have the work in
progress's scene file and AVI animation in
the process
book before the class starts.
- Have the final version
of scene file, screen captures, and AVI animation
in the process book before the class starts on the assignment
due date. Do not replace the work
in progress's scene file and
AVI animation with the final version's but add the final version's
scene file, screen captures, and AVI animation to
your process
book.
- Do not save any files
other than the ones you are required to submit in the class's
submission folder. \Atec01\Midori\Drop
Box\4337\ is
not a work space.
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