Week 6 maya

This week I continued modelling the engine. I want to try and set up animations for parts of the model to make sure that the mechanism I am modelling is working. I intend to get my wheels spinning.

I reviewed the tutorial on constraints and positioners and took the results of the previous weeks’ lessons and applied them to my own machine using the same principles. I then used the Aim constraints accordingly and placed the required elements in the correct hierarchy to achieve plausible motion. Furthermore, I needed the large wheel rotation to drive the bearings on the can together, and I tried to make constraints to try and get the piston to do the job well, some parts required manually offsetting certain parts of the piston and setting key frames on them to achieve this.

I built some pipes and bases and put them together. My steam engine is built. The animation is also constrained to complete.

This is a rendering of the final model

week 5 nuke

This week we learnt to introduce how to use projection nodes in Nuke to composite new items and make replacements, patching or adding content to the image through the item nodes.

The main method of adding images from the video is to use the projection method. First, the camera frame is fixed in the position to be replaced and ROTO is performed. The part we can roto uses the projection camera to map certain frame information to the 3D card. Then a new camera is created and the whole image is rendered again using the tracking camera

We can adjust the colour by using the grade node

Maya 5 maya

This week I continued with the steam engine, this week I created the wheel bearing part of the engine. First I built the housing part of the bearing using polygons, tweaking the model by adjusting the vertices, adding an edge loop to create the correct curve at the end.

This model required careful adjustment on my part. I had to ensure that the sides were smooth by creating a polygon and scaling it to the appropriate shape, then manipulating the edges and vertices to create the surface edges and smooth them out.

This is the part where the base is built

I made two electrical conduits to connect two models

I then proceeded to the assembly of the model, this part being the wheel and bearing part of the steam engine.

Next, I made the connecting rod inside the wheel to connect the wheel to the motor canister bearing. Making it relevant.

Finally, I assembled the whole. Most of the model was completed.

Team project 2

In this project, I mainly completed 3D models and textures and materials to design and produce 3D assets according to the director’s requirements, to restore the artwork and to achieve a high quality submission.

I am mainly responsible for the design and modelling of scenes, weapons and props, and the production of materials. I need to complete concept photos or concept design drawings based on sub-scenes and text descriptions, and produce models, communicate well with the director and animators to produce models that fit the plot, and work with relevant links to ensure the high quality of the work in the rendering.

I needed to make a weapon first, the Lance, with the head made of metal, the tang: the decoration under the head, made of fabric and coloured red, and the shaft made of wood, which would make the weapon more flexible.
The Lance is very simple to make. First I created a rectangular body, wired and adjusted the points to create the head of the gun, gave the head a metal material ball directly, the shaft was made directly from the cylinder, and the end of the gun I made a gold metallic material, so that the Lance looks more textured.

I then made two lanterns, a fabric lantern and a paper lantern, to show the different material effects by giving them different material balls.

Team project 1

Project Description.

Estimated length of total project: 2 minutes 29 seconds. Due to the amount of content the second semester will be sufficient to complete the first stage. The first stage contains the production of P1,2,3,9 for a total of approximately 60 seconds.

The rest of the film is divided into a second and third stage.

Expected to include models: one large scene, one character, one long weapon, one costume

Main effects section: fabric settlement, hair settlement, fluid settlement, particle settlement

Personnel required include but are not limited to.

Garment modelling,  fabric solving.

Maya Xgen hair solving.

Animation,  and character animation.

Frame sequence compositing (superimposing multi-layer frame sequences, adjusting reflection layers, ssss, etc. as required, basic processing of frames)

Editing and colour grading. 

Narrative pacing outline.

P1/0~10s: Blank shot Alternate scene, shot follows leaves as they drift down and land on lance.

P2/11s~26s:Close up of the weapon

P3/27s~43s:Weapon action section

P4/44s~54s:Close up of eye, camera goes to heroine going into battle

P5/55s~1:00s, A 360 rotating shot of memories pulling back to the scene and then moving to memory scene two 

P6/1:01~1:28s: Interspersed with happy memories of time spent together.

P7/1:29~1:40s : Account for the causes of the deaths together

4 AP8/1:41s~1:50s: Death of a soldier

•A good production is a combination of precise scientific laws and fantasy dreaming, and only by following scientific laws can the work be perfected

Week 4 maya

This week I continued modelling the engine, first I built a large engine wheel, I started with a cylinder, scaled down to the correct size and then created more geometry in the shape to extrude the correct parts before making some fan pages for assembly.

I then built a base for the jar first I built a polygon, adjusted the vertices to match the curvature of the jar, then built the stand and base, for more detail I made six screws to give to the base so that there would be a more industrial look

I reproduced three sets of bases to support the steam engine tank.

Week 3 maya

In this week’s lesson we learnt how to make a piston movement system and the principles of animation and binding, firstly we made a very simple wheel piston system which is a piston cartridge sleeve and a wheel disc, the way we used this was by adjusting the shape of the polygons and adjusting the way the vertices and various other tools were manipulated to do this.

We have added positioners to the ends of the piston so that we can ensure that our piston is running in the direction we want it to, and this requires the use of the Aim constrain tool to ensure the accuracy of this part. The constraint needs to be made by selecting the target to control first. I used target constraints and point constraints that needed to follow the movement of the flywheel in each section. First I used the piston set to target constrain the piston positioner, then the piston set to target constrain the flywheel positioner and finally the piston set to point constrain the flywheel positioner.

We then learnt how to create a rotating belt, in addition to a belt with materials, we also briefly learnt how to use MASH to create the illusion of a rotating belt on our machine. The animation curve was then adjusted so that the belt rotation was balanced. In the animation editor I created a top curved shape and a bottom curved shape, I needed to make these two points move up and down as the belt moved so that the belt did not move mechanically and looked a little more realistic.

Week 2 maya

This week I worked mainly on modelling the body of an industrial steam engine, I started modelling the steam tank and spent some time figuring out how I wanted it to look. I started with a cylindrical polygon drawing element, added to the geometry to create a sufficient number of faces to manipulate, manipulated the surface of the cylinder to create the desired shape, extruded and used edge rings where needed. I put some detail on my machine as needed and added a few small models to enrich the detail of the steam tank.

I then created a bearing by first building a cylinder and then manipulating the surface of the cylinder to create the desired shape, extruding and using edge rings when required and adjusting the vertices to change the shape.

The final assembly of several models.

Week 1 Maya

The main aim of this task is to fully understand and create a successfully assembled and animated stationary steam engine, I need to choose a design that involves moving parts. This is our task for this semester, first I need to find a reference model and create the model, lighting and mapping in Maya first.

Then did some research on steampunk style machine design and some old industrial machine references. Below are some reference images I found, I picked some options and elements I could use from each image. I needed to come up with gears, exposures and complex structural elements to combine to give the look I wanted. So I found some different models of steam engines and combined them.