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3D Modelling and Animation Part B
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Jeffrey Zauhari S7409250J
Bachelor of Science in Digital Media
BDME2 1303A
3D Modelling and Animation
Assignment Part B
3D Modelling and Animation Part B
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Table of Contents Page
1 ABSTRACT ……………………………………………………………………. 3
2 GOALS ……………………………………………………………………………. 3
3 PRE-PRODUCTION ………………….……………………………………… 3 - 5
3.1 Storyboard
3.2 Camera Blockings
4 PRODUCTION ………………………………………………………………… 6
5 POST-PRODUCTION ……….………………………………………………. 6
6 CONCLUSION ……….……………….………………………………………. 6
3D Modelling and Animation Part B
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1 Abstract This project explores the basic 3D character animation techniques that include rigging,
lightings, animation characterization, camera work and post-productions editing. Titled
“Modern Warfare”, the character, an army intelligent, is assign to explore an enemy
restricted deserted war zone area for any survival or clues, not realizing the enemy
sniper is always on the look-out for any trespassers.
2 Goal The main goal is to be able to execute the basic requirements by using the appropriate
assets given and tools recommended. I included the “target’ animated graphics to
enhance and compliment my story line.
3 Pre-production
3.1 Storyboard
I did my storyboards using Photoshop. Using colors to visualize how the cameras move,
how lightings affect the character behavior and how the final cut roughly will look like.
Shot 1 - 6
3D Modelling and Animation Part B
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Shot 7 - 10
3.2 Camera Blockings
I did my camera blockings using freeware Shot Designer. I felt that this is also crucial for
digital productions animations as it helps to speed-up my work in Motionbuilder when
creating camera angles and camera animations. I also put in additional Directional lights
for the scene environment and a Spotlight for Shot 1 – 4 as planned in the storyboard.
Camera blockings overview
3D Modelling and Animation Part B
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Camera Blockings for Shot 1 - 6
Camera Blockings for Shot 7 - 10
3D Modelling and Animation Part B
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4 Production For me, creating stories, camera and post-production work is not that difficult. The
difficulties I faced were the initial rigging in Maya and Motionbuilder. Technically, I have
no experience in character animation area. I struggled but managed to pull-through
using the tutorial available online and help from our lecturer. When I finished rigging in
Maya and imported the .fbx to Motionbuilder, I noticed that the skeleton naming was not
the standard naming for Motionbuilder. So I have to do abit of the extra work to make
sure everything are assign properly.
5 Post-production
I exported the sequence from Motionbuilder to .AVI and imported the final sequence to
Adobe Premiere Pro for post-productions. I did some color-corrections, add “target”
animated graphics and sounds to compliment the story I planned.
6 Conclusion This project taught me a whole new area of 3D technical production area. I learned a lot
form this project, especially in using the Motionbuilder software application. I learned
that it is a total different technical approach from the video productions I experienced
and total different technical solving methods. I will definitely use these skills to create
Previz for future productions as these methods help to speed-up the animation character
portions.