Thursday, 11 December 2008
Are you Rendering...???
Wednesday, 10 December 2008
Fly Through Shots...Birds Eye
I chose to start this shot from a birds-eye point of view because i like how as the camera streams down towards the kitchen window, the fan blade just cuts past the lens for that split second & is about to reposition for the next shot. Next we establish the the set of windows opening simultaneously, whist the cam. zooms out focus on more objects that are laid around. The closing shot however also ends with animated windows, but this time shuts horizontally.
Tuesday, 9 December 2008
2nd StoryBoard:- Larry the CockRoach VS. The Kitchen
I re-drew & layout the storyboard yet again, taking in everyone's input in ideas and just incorporated it on the design.
Most of the shots shown here are kept much more simple, so it's easyer on the auidience's eyes. Also we didn't want the camera to move so extravagantly to a point where it's machine gun with so many unwanted key frames.
Monday, 8 December 2008
the grain is back..!!!
I finally get a chance to test render animation on the bird & kitchen furniture moving. Alot of experimenting played a big part in this session, i wanted to animate with our exsisting light we are currently using to see how well it would capture shadow & tone when objects are moving.
In this scene, i quickly animated the lower cupboard doors, opening from left to right in the style of a cannon ( mexican wave).
Whislt doors are opening the ceiling fan is contiually spinning at a consistent speed through the whole of the animation. The windows however slowly expand as if a gush of wind blew into scene. Also including the wall clock, animated & timed exactly the length and duration of the animation sequence. Which finally ends with a shadow of a bird reflected from above.
I just wanted to include a quick play blast clip of a successful animated ceiling fan. Achieved simply by centering the pivot point at the centre of the mechanism joint & just animate the Z axis through rotation. Followed by duplicating the first set of key frames & adding it after the first set on the timeline.
Thursday, 4 December 2008
Commands & Scripting for MaYa
"EXPRESSION"
bend1.curvature = noise(time)*0.5;
Texture It Up...!!!!!
Variety of screen shots:-Mid,Birds-eye,establising,long etc.
I took screen shots of the newly textured kitchen, still however included with our sunlight "lighting". I added alot of primary colours purposly keeping it plain & simple, abit like how T&J scenes are textured. A more of a old,outdated style kicking in.
I personally feel that without this style of lighting included, the colour without stand out as much & wouldn't show the colours/theme taken from T&J. So we do dedicate the whole scene to lighting, it really has enhanced many features in the project..just hope the audience would agree when they come to watching it...
Hang Them Up..!!!
From the pots & pans i previously modeled, i moved them into position of the hooks & hunged it up in a casual stance. For the extra pans, i just duplicated a couple more, but this time re-sizing it & excluding the sides. Just to keep the kitchen alot more fuller & vary in the different shapes & sizes.
What's the TIME.....???
Here's the fully updated, wall clock re-modified from Dean's original clock. The first design was very old with outdated features such as pendulums, mahogany wood effect etc, that just didn't fit into our Tom & Jerry theme. So i got rid of the extra outer features & maintain it to a classic round shape.
The model was simply achieved by creating a cylinder polygon & just extruding the inner face of the shape to create the clock face. The number face was just an JPEG image taken from the web, and imported as a lambert.
I kept the clock hands separate so that it could be easyily animated, causing less fuss & problems later on.
Wednesday, 3 December 2008
It's a MuGG Rack..!!!
The mugrack/panrack was model using yet again the rovolve tool under surfaces and curves.
I began with the hook fixtures, outlining simple curves to the design & duplicating several to even out on the board.
The back board was modeled with a polygon cube and flatten in a shape of a 2x4 . After that stage i combined all the pieces to one, & imported it through the exsisting file.
The colours were very easyily addressed using simple texture colours taken from the program & mixed it using ramp shader.
The image(above) was to give an idea of how the rack would look in scene, and a couple of muggs
hung & moved into position just to compliment the finished result.
POST-IT...Here..!!!
Tuesday, 2 December 2008
Monday, 1 December 2008
Cleaning Up That HyperShade...!!!!
As the title states, I did clean & neaten up the hyper shade, deleting any unused lambert or unnesscessary shadings that isn't consistently used.
The aim in doing this is to organise the files, which makes finding layers and lamberts so much more easyer. Also reducing the file size results in opening the file ever so quick and effcient.