week 6 Rigging system

This week’s maya course focused on building character skeletons and creating animations and animated movements. I found creating skeletons and binding animations to be a challenge for me

We started by creating a simple character model using squares, the skeletons of each part of the model were represented by squares, then we selected each part of the skeleton to create a parent-child set relationship, because I was not careful enough, I made a mistake when creating the parent-child set relationship, I ungrouped and recreated it.


After creating the bones again, we will start to create IK, IK acts like a tendon, linking the bones, we create IK in the lock to connect the joints of the leg, we also need to be careful when creating IK, hip bone to thigh bone to calf bone to ankle, then ankle to heel to toe, no mistakes can occur, so we create IK, then by special copy to another One leg, after the IK is bound, we set up the IK of the foot to be sticky so that the character is not moved away and can be positioned to the center of the world. Finally, we created the circle via the curve tool and bound it to the parent set so that we have the Ik controller to better control our character’s movements in our later actions.

week 6 Animation

This week’s animation course we learned, the creation of character movements, when making action movements, we have to make the big action frame, make key frames, then make intermediate frames, and finally adjust the details and animation curves

The rate of my animation is 25 frames per second

Animation curves play a vital role in creating animation, playing a role in preventing mechanization, simulating the laws of nature’s movement, and adding details to life’s movement. As a lubricant for animation, it is simple and convenient, its usage is easy to understand, it can add rhythm to the picture, it can be looped, and it can be replicated. In the motion curve, a good animation curve has nothing but one biggest characteristic, which is smooth and rounded, try not to have cliff jumping curve, in my animation there is a big fluctuating curve, which causes the animation to look like a mechanical dance, so I have to check which stitch of the animation has a problem, this detail is also reflected in the curve.

week 5 3D fireplace and candle

In this MAYA session, we learned about fireplace construction and candle construction.
First is the construction of the fireplace, we need to create a plane, by extrusion and adjustment points, adjust the shape of the interior of the fireplace, in the upload UV session I encountered various problems, resulting in the direction of the texture is the opposite, after I patiently integrate, the final result is as follows.

Then I started to model the candle, first I created a geometry, and then used the extrusion tool to tweak the shape of the candle and adjust the points to create the drips, adding Arnold’s plastic material, the render is as follows

week 4

This week was spent learning about pastry, glasswork, metal utensils and fireplace and curtain making, learning to use new tools and acquiring new modelling skills in the process.


When making a metal knife, first make a blade shape, and in the mesh’s panel, click on mirror and select the Y axis to make an exact copy of a series of blades, this is a new tool I have mastered and is easy to use.


The bottle and curtain are made, learning the use of the curve module, the bottle must be made with care, the bottom should be made in the axis of the curve, in order to ensure that the bottom of the bottle is a complete plane. The curtains are made using two curves, building polygons models, and making the curtain shape more soft by adjusting the points.


The cheese is easy to make, by the triangle model and the round ball model of the difference, you can get a delicious cheese
Here is the overall scene rendered out

week 3 3D tap

This week we learned about the production of bread and tap, the previous article uploaded the bread production and finished products, this article I wrote in detail the production of tap, first of all to build the model of tap, the lecturer’s method is very convenient, but the problem in extruding the inlet of tap, it turned out that the vertex of the model was not aligned so that my outlet was oblique, after modification, I soon made the model of tap.

The second part is to unfold UV and do texture. Every model has to unfold UV carefully to prevent the stretching of the texture. After unfolding the UV of all models, I found a texture from the network, connected to my model,

and adjusted the parameters of Arnold.

This is the final rendering,

week 3 3D bread and scene

This week we have been learning how to make bread and taps in Maya. Firstly, we created a sphere polygon and then subdivided it. The polygon is adjusted to the right shape of bread by meshing it. Once we have roughly constructed the model, we open the UV editor to keep the UV more or less consistent. We use the crop tool to separate the bottom of the bread from the top. This will make the UV flatter. In the next step, I gave the model in turn the textures I downloaded from the internet. The textures were adjusted in Hypershade. Once the textures were created, the bread could be further shaped with the sculpting tool. This gives the bread a complete look.