Week 10 maya

This week, I imported the sequence frames of the model into nuke

Because the two images that are merged together will overlap, and the model will appear in front of the background, I want to project a part of the background onto the obscured part in front of the model so that the machine is behind the background, so first I need to Roto out the area that doesn’t need to be projected, then after the Roto is complete I want to create the card so that the Roto part will be projected onto that plane. Then I’ll invert the Roto part to the middle, make an alpha layer. And connect the two nodes and export the sequence frame so that we can fix the model in the back position and not obscure the wall in front.

Then we need to get rid of the coordinate points in the environment. First I need to create roto nodes to erase and blur the edges and then project them onto the card. In the same way we can get rid of all the marker points and then export the video.

Week 8 maya

This week I started to combine objects with scenes. I best tracked in nuke and exported the camera track. We exported the sky HDR and camera to Maya.

The traced scenes were imported from Nuke to Maya and then imported into my machine as a reference. I aligned them and added image sequences. My imported the camera environment settings into the sequence image in Maya, then I set my model into the scene and corrected its size and position. I have used the sequence frames I made and exported from Nuke to check the position of my model. I check that the camera and my model match and adjust the position.

I had a problem when I first checked that my camera track was wobbly, so I needed to retrace it and import it into Maya to make sure my model was stable when I exported the model sequence frames

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.

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.

The future world

The assignment was to make a short animated film as a group.
My vision was of a science fiction world.
Elements of hacking, virtual reality, cybernetics, artificial intelligence, bionics and semi-robots, urban sprawl and slums, large corporations, genetic engineering, bioengineering, etc. are often found in the science fiction genre. We need to build a good model of the virtual world, with the main character travelling in a flying vehicle through the cities of the future world. The most difficult part of this mission is the creation of the city, and the tracking.

WEEK8 MAYA

This week we continued with the face model, we added texture to the face model, I found a scar texture to paint in photoshop and replace the previous texture. Plus a lighting render.

We have drawn some more facial expressions such as folds, wrinkles, etc. to make the character look more expressive. After that we will render the sequence frames, in maya we don’t need to render six different AOVs, and then import them into nuke, where we can colorize the animation.

This image is a texture I did in photoshop

WEEK 7 MAYA

This week, we mainly learned about the bone rigging of the character’s head. first of all, we need to build bones, rigging the mandible and skull respectively, and create a parents relationship with all the bones. So our heads and countenance can move.

Then to paint the weights, use Skin – Edit Smooth Skin – Paint skin weights tool and adjust the range of control and the degree of control of the head bones. Try to move the expression of the character, the model is normal when opening and closing the mouth, it proves that our model is successful in painting the weights.

Next we use the Curve tool to create a controller for the skeleton so that we can control the character model more easily.

In the Shape Editor panel, you can enter the editing mode of the character’s expression shape, and use the Sculpt, Move, Rotate and Scale tools to modify the character’s expression in the view. When you are done, click the Edit button again to save the changes made to this target shape and exit the editing mode.

And finally, the eight emoticons I made

Character expression