Tuesday 20 December 2016

Gestures and Expressions

Gestures
Gestures are the basic step of learning to pose a Character. We learn the body movements and understand the joints taking place in movements. We must first act on the poses to know and understand them properly. 
I have taken a few reference pictures of dynamic poses to get the joints of the pose right.
This is done using Maya Software with a modeled and rigged character.





Expressions
Expressions are the feelings or emotions of a character which are shown through their face. We learn about the positions of the sense organs or parts of a face of character to understand the expression. When we ourself act on any expression we can understand them easily. 
This is done using Maya Software with a modeled and rigged character. 
I have taken a few reference pictures for the expressions. 





Tuesday 13 December 2016

Ball Bouncing

The Ball bounce in 3D is done in Maya Software.
This is the basic method of Animation and we use Principles of Animation to create any Animation.
Principles of Animation is the most important step in Animation to be an Animator.
For animating the bounce of the ball we have to follow the Slow In and Slow Out Principle of Animation to understand the Fast and Slow bounces of the ball.
We must also take care about Timing and Spacing of the bounce by adjusting the Key Frames, In Between and Break Downs in the Frames. We must add Rotation to the Ball while Animating to give the realistic effect.
I have used this Reference Video for Animating the Ball Bounce.
I used a Rubber Ball and shot a video in the front view to understand the Slow In and Slow Out , and Timing and Spacing between the bounce.
I set the main poses of the Ball as the Key Frames.
I used the Graph Editor to adjust the Slow in and Slow out of the Bounce and Tweak to Rotate the Ball.
I sketched the poses of the bounce to understand the frames for Slow in and Slow out poses, and Timing and Spacing between the bounce.

Wednesday 7 December 2016

Wheel Rig

The model of an Wooden toy Elephant is been Rigged in Maya Software.
Wooden toy Elephant is a very cute model. It was easy Rigging this model.

 Stretch and Squash is created using Deformer and it is controlled by the Iconic curve.

 The Wheels turn when the model moves forwards or backwards (expression driven rig). The Rigging of Wheels are created using Expression Editor.

 The rotation and speed of the Wheels are in sync with their respective diameters. Iconic curves are used for the controls.

 World control is created to move, rotate and scale the entire setup.

A Triangular Curve is used to control the movements of the model of Elephant. The Auto Wheel attribute is used to turn Off and On the rotation of the Wheels. Orient Constrain, Parent Constrain and Scale Constrain are the Constrains used for the Rigging connections.

Animation for the Rig of the Wheel.

Tuesday 6 December 2016

Volume Lights

This scene is created in Maya Software using Volume lights.
There is change in colors of the lights to show the difference.

Spot Lights

This scene is created in Maya Software using Spot lights.
The light effects are balanced using the attributes and Penumbra angle.

Point Light

This scene is created in Maya Software using Point Light.
It is used to light the roof top resembling as the street lights.

Area Light

This scene is created using Maya Software.
It is done using Area Light.
This shows the interiors in night scene.


Water Fountain

This effect is done in Dynamics in Maya Software.
Emitters, Particles and Field are used.

Bow and Arrow Rig

The Bow and Arrow is rigged in Maya Software.
Rigging this was very fun.
The Arrow has a Space Switch control to :
a) Function independently

                             b) Stays with the bow

                               c) Stays with the string.
                World control is added to the Arrow Model.

         The Bow bends when the string is pulled.

         I have used Skeleton from the Menu for the joints of the Bow and IK Handles to bend the Bow.

        Deformers are used for the String of the Bow.

          Parent Constrain is used for the connections.

  Cubical curve is used to control (bend, move, scale, rotate) the Bow, Spherical curve is used to control the String of the Bow and Circular curve is used to control (adjust, spin, space switch) the Arrow.
Animation is done for the Bow and Arrow Rig.

Thursday 1 December 2016

Wooden Toy

Source Image to identify the names of the parts related to the model.
Model of a Wooden Toy.
It is a very cute Toy which we used to get in olden days.
I have used Orient Constrain and Point Constrain to connect the parts of the model to get a better Rig.
Outliner in the Maya interface shows the details.
Perspective view of the Wooden Toy :

Back View of the Wooden Toy :

Front View of the Wooden Toy :

All the Cams rotates when the crank shaft rotates. 

The Followers moves up and down when the Cams rotates. 

The Followers also remains in contact with the Cams.

The Wooden Toy pieces on the top moves in sync with the Followers.


 


Iconic Curves are created for controls.

Animation of the Wooden Toy


Thursday 24 November 2016

Juice Box rig

Model of a Juice Box and a Straw with Rigging connections constructed in Maya.
It was really fun and easy Rigging this model. 
 The box will squash along the direction it is moved.
 The box will stretch along the direction it is moved.
 The box bends to its left on top.
 The box bends to its right on top.
 The box can twist.
 Sipping action is connected to the straw.
Iconic Curves are used to control the movements of the model. When the model is moved in any direction, the straw tip jiggles when the model stops.

Tuesday 22 November 2016

Ball Rig

Normal position of a beach Ball. 

Squashed position of a beach Ball.

Stretched position of a beach Ball. 
Rigging is done using Deformers and Curves in Maya. Outliner shows the details.