Collab Project – Week 1

For this term we will have two new units and one of them is the Collaborative Unit in which we have to collaborate with students from our class and course and from other courses as well. For the assignment we had to choose between doing a previs animation, poster animation, vr or an immersive cartoon.

My group chose to do a previs animation of a simulation of a festival in which we want to animate artists performances on stage and simulate it like a festival.

When Luke said what we needed to do I was literally out of ideas, my brain froze and every idea seemed bad so I saw Abbie’s project proposal and asked if I could join, the project seemed interesting and we can do a lot with this idea. The next step was to find more people and start deciding some things like what artists are we going to animate, which performances, which music style, how would the lighting be, the stages… All those things need to be put in to consideration.

So, for the first search we ended up with a lot of electronic music references and lights, as me and Abbie are fans of electronic music everything was sort of going in that direction and for that would be much more interesting to animate the crowd as DJ’s are quite boring to watch. But we still have to be aware that more people will join the group and all this needs to be agreed by everyone.

Advanced and Experimental 3D Computer Animation Techiques – Goals

This blog post is about this next unit and our goals for our animation careers and expectations towards it, what we believe we need to improve and be better at.

Where do I start? There is so much I really want to be good at, I literally want to know how to do everything, but that is not a realistic view of the future. In this industry we are supposed to know a bit of everything but specialize in something orelse you’ll end up not good at anything, or at least not as good as you wanted to be.

So looking at the first term, I’m really happy with how I got better, but on my last 2 animations I noticed too many mistakes and I know why and how I did them. On the full body walkcycle animation I really struggled because of the spine but immediately after I asked Luke for feedback I noticed a real improvement mostly in the curves, now, on the body mechanics I wanted to do something more challenging and perhaps bigger than the others.

That was the animation work I was trully commited, I really wanted to have the model’s body do exactly as the reference footage and even changed somethings as a way to show myself I could also do things without reference – wrong! It wasn’t as good ofcourse and I made the mistake of animating every frame, not giving so much attention to the curves. I really liked the final result but having a keyframe on every frame makes it hard to make smooth movements, everything seems monotorized. Curve work is what I trully have to improve and get better at, as well as head and facial expressions.

On the last animation project from term 1, the performance animation, I took too much time looking for a good audio clip and then too much time recording myself, which was terrible and I ended up not really following my reference and just sort of performed while animating. Of course, it was a terrible decision and the lesson is learned! I’m never doing that again. I focused more on the lip sinc and the blocking had some mistakes, like the expression on his face was really dead and the feet were stuck to the chair.

Finally when making my showreel, I rendered most of my animations but I realised I don’t know much about it, as well as lights, all my renders looked a bit dead and that is something I want to change.

So what I really have to improve this term is:

  • curves
  • overlaping action
  • facial expressions
  • improve reference footage
  • improve blocking
  • rendering
  • lighting
  • camera work

In a few weeks we will be starting a new performance animation with two characters and one of the things I was keen to do is either someone fighting (verbally or physically) or some sort of sincronized dance…? It is still in the raw ideas department and everything needs to be considered, the next step is to find audio clips and choose 2 characters from the library.

Houdini Session – Week 2

The second video tutorial from Medhi was super fun as we had to create a particle simulation on a test model from Houdini that was already animated, make it look magical.

In the first video Medhi gave us an introduction to some concepts like: SOP – surface operators; OBJ – object context; DOP – dynamics context; ROP – render operator; VOP – vex operator. This week we started working with DOP and VOP as the DOP network was used for particles and VOP is the scripting language of houdini so it will be used for the simulation. A few more concepts were adressed this week related to the vex networks:

  • i@test – integer -59687
  • f@test – float -2.6587
  • v@test – vector {1.15456, 2, -0.5}
  • s@test – string “hello world”

These are the main values of language that vex networks work with and they are adressed with collors inside an attribute vop node, where anything can be added such as noise and color without having to actually know coding – as Medhi said. Which is great because I find codding very hard to understand.

So, this weeks task is about doing a bit of VFX and an introduction to particles, like before the first step was to create a geometry node, inside we had to add a node for the test geometry model, this test geometry is already animated so we can focus on the simulation and not so much on the animation.

For a better workflow the model cannot be time dependent as it is the input for the DOP network that is time dependent by default, so we have to create a time shift node and delete the expression it has on frames, so this way the animation doesn’t run while taking care of the simulation atributtes. After this, we create a POP network (that is actually a DOP network with a shortcut for a particle simulation network.

But before going in deep in to the simulation we need to look at how it is going to be read by geometry and for that there are 2 usefull nodes: pack and unpack. Pack node is used to read the geometry as one entity, so it will have no points, but unpack simulates all the geometry that allows us to see and manipulate it – so that is the one we are going to use for this task, before the time shift node. When these nodes are connected to the POP network, if we hit play particles start emerging from the surface of the model based on its vertices.

Inside the network, we can remove the merge node and it should look like this:

So, the pop object node works like a container for the particles, the pop source node are the particles and the pop solver is like a toolbox with everything needed to calculate the dynamics for particles.

Now what is needed is to add forces to the particles that are being created, so we can add a pop wind node or more than one and tweak them in order to have a more natural effect with multiple forces interacting with each other.

On the geometry node we should add a scatter node in order to control the amount of points we have on the models geometry from which the particles are going to be created from. Ofcourse this depends on how good our machines are because it is all cached to RAM memory, I cannot add that many points because my RAM memory is 16GB, but the result was equaly good in my opinion.

So after adding all the forces and connecting all the nodes this is what the DOP network looks like:

DOP network

Inside the geometry node this is what is should look like:

A few more nodes were added such as the delete one that was used to delete points from which particles were emerging, this way the particles were only appearing in the geomretry that was facing up and the rest was deleted by normals. The copy to points node, along with the spere and atribute VOP nodes were used to make the particles, so the sphere was the shape of the particles and the attribute VOP was for their color, all this then had to be connected to a merge node so that we can have this amazing final result.

Expectactions of Professionalism

Professionalism is something that is, year after year becoming more real, as a career aproaches and I do more and more to make that happen it is important to have some things put in to consideration. Not just with peers, but with everyone, that way it will be a natural thing despite whom you are talking to.

In my view, the basics of professionalism is education, to be the most polite person I can be, to not fail with compromise and work, ofcourse everyone makes mistakes and some things might not even be in our power, but it is our responsability to let other people know if we are going to be late, or had a problem and can’t make it in time. All these things count for professionalism as well as being friendly. It doesn’t hurt to help out a collegue in need or give them some advice – being a good person counts as professionalism in my opinion.