Saturday, 14 May 2011

The Animation

Two of them are the progressions of my animation and the thrid one is the final full length animation of my Capoeira 3rd year major project.


Compositing Process


I have composed all passes node by node in fusion and then I did some scene colour correction in it and then rendered separately background and characters.
The above separate renders are combined in after effects so I could add colour brightness contrast, motion vectors and contact pass in compositions.  

Then i combined all  compositions for sound editing video editing in AfterEffects and then exported it into a movie format.



Lighting Process

Characters: I used 2 point lighting for lighting capoeira fight, which consists of Key and fill lights which plays primary roles in the lighting technique as it gives main look and fill to the whole image. Later I used various types of layer renders such as Ambient pass, Key pass, Fill pass, Occlusion, Motion vector pass.

Ambient pass:-  It give a flat look and feel

Key pass:- Key pass is just like sunlight, it acts as a main source of light


Fill pass:- It fills the non lighted part of the mesh, i.e empty areas

Occlusion:- It gives a contact shadow between two object mesh.
Contact
Motionpass:- I used this pass to give a blur feel to the image when the animation has some fat actions.
Composited view:- This is the final view of combining all the passes in a compositing.


The palace training grounds: The Procedure for lighting the background is same as that of character here is the final composited output for BG.

Friday, 13 May 2011

Animation Process


For the first half of my animation I set keys to all the controllers and give all the key poses and then i put in-betweens. I manipulate with curves in curve editor to make the animation smooth. Then I moved on to doing the other half of my animation by setting set keys to all the controllers and give all the key poses and then we put in-betweens and i manipulate with curves in curve editor to make the animation smooth.





































































The Palace Modelling and Texturing

I used several simple boxes shapes then extruded them, moved vertices and used my palace reference to gradually bring it to shape. Then unwrapped the Background then textured it and did panoramic texture for the sky. I used grey sky at first and then for my final animation I used blue.

Character Rigging

At first i consider of which sort of actions the character is going to perform and then i build the rig according to that. Then I start putting up the joints accordingly with a joint tool (skeleton > joint tool) . Then i start creating all controllers as per rigs requirement with CV curve tool or nurbs curve tool.  After that i put Ik handles in hands and legs and then constrain joints at respective controllers. I select the joint chain and shift selects the mesh which i would bind. (skin >bind skin > smooth bind ) and at last paint the weight on the skin with paint weight tool (Skin > edit smooth skin >paint weight tool)