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Maya

Week 19: Maya Development

While originally this week was meant to begin a new project for us it would have to be delayed due to issues coming up in the project that our instructors and course leader would need to address first before being able to go ahead with it. As a result this day was instead to be used for people to catch up on any project and get help from the instructor. Essentially a free time. I spend this class time working on Nuke and Collaborative project work that will be reflected in my blog updates on there.

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Maya

Week 18: Maya Development

This week was reserved in class for final touches and access to the render farm to render out our final pieces. As I, and the people I showed my project to, were satisfied with my work all I did in relation to this course was loop my animation in Premiere Pro and upload it to make the transition smoother.

However I did not waste my time in class as I instead opted to work on my Cat model in class while I had access to help from my instructor.

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Maya

Week 17: Maya Development

I spent this week polishing and finalizing the ‘Satisfying’ animation. Having shown it to a lot of different people they were adamant that the machine was a donut machine and many suggested I turn the non-specific ring into a donut as many would find that addition more satisfying.

Image from: https://sugargeekshow.com/recipe/classic-baked-donut-recipe-with-colorful-glaze/

Taking that very common piece of feedback into account I modeled a donut based on the original torus and it was here I found an opportunity to use MASH. As mash has a ‘placer’ node that takes an object that has been converted to a MASH set up and allows it to be placed on any surface. Using that function I created a small cylinder that would be used as a sprinkle and using the placer node added it to the surface of the donut.

Donut model

I also made use of the modelling tools in Maya to add slight imperfections to the donut and it’s icing to make it slightly more realistic. Afterwards I parented it to the two original rings so I wouldn’t need to re-animate anything.

The hardest thing for this week was setting up the mash placer node to function correctly as several times I tried the sprinkles would be placed sticking upright into the surface of the donut which would look bizarre. I also did try importing the exr into after effects to add some smoke and light in post to give the idea of ‘something’ happening to the donut after its gone down the tube however I could never get it to look good. Either the smoke disappearing looked unnatural or the glowing from the hole seemed bizarre. I decided to instead abandon the idea and focus on fine tuning what I already had.

Please loop it

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Maya

Week 16: Maya Development

While last week was focused on the development of the basics of the animation this week I spent focusing on another important element of satisfying scene composition and that was color and texture. My original vision had me wanting to strive for very bright, neon-like colors as I felt that the outlandish color scheme would provide a more abstract air to the piece. Unfortunately despite my best efforts the piece never looked how I wished and would more often prompt people to avert their eyes than engage.

Original colors

Though the exact color choices were poor they were at least grounded in theory as I used ColorHexa.com to find complimentary colors. At the suggestion of others I went for more muted colors and came to this.

Adapted

As you can see I did still stick with the original color ideas of pink and green though shifted them to be more muted and I think it was a significant improvement.

Another big thing to tackle with the piece was lighting. One thing I noted while watching the videos is that the lighting for the other pieces was that they were flat in their lighting. Few shadows and what shadows are cast are pale and indefinite. With that in mind I created this lighting set up to imitate it.

Light Set up

3 spotlights light up the main scene with a wide dispersal cone to get everything as evenly lit as possible. Then I used soft area lights over the scene and the background to balance out shadows and create that uniform lighting over the entire scene which can be seen in the shots above.

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Maya

Week 15: Maya Development

This marked the first week in our next 4 week development project: The Oddly Satisfying animation. While the title of the project seems to be quite vague it is based on a series of animations that can be found online that have become somewhat generified. An example of a compilation of such animations can be found here.

Oddly Satisfying

While they can vary wildly in tone from realistic to abstract in both content and color palate I have decided to go with a more abstract piece as to further differentiate this from the last project where I aimed to create a more realistic looking piece.

While I was stumped for a while on what to actually produce I eventually had an idea for a machine that I would deem oddly satisfying that I did a quick sketch of.

The basic idea would be that a ring flows down from the top, onto an arm which then has the ring slide, just perfectly shaped to fit, into the tube and from there the animation would loop infinitely. The abstract comes in as the machine doesn’t resemble anything all that realistic and its purpose is entirely left to interpretation and the oddly satisfying elements would come from its motion down the arm and the tube.

Initial Prototype

While I eventually figured out how to create an initial prototype I had to modify quite a bit as the perspective of the machine revealed more of it than I had originally planned and while I wanted there to be only one central piece that all arms connected to I, after animating it through a combination of edges converted to lines and line constraints, that the donut would have to phase through 3 other arms to slide down the first arm. This would be too egregious of a breach of realism and turn the animation off from being satisfying. Another issue I had was, to fill up space, it was recommended I added a plate that the tube could come from and make the scene more visually interesting

Loop not possible with unsymmetrical design

As I hadn’t made this first version in the center of the world or with any precision I was left with the choice to start again and be careful setting it up or attempt to make it symmetrical by hand. After trying by hand I realized it’d be useless to do so and instead recreated my progress in a new scene where I was careful to make everything symmetrical.

Another facet of this week’s class was MASH. A powerful motion graphics system in Maya. While I experimented with it I did not ultimately use it in this current version of my animation. This is something I want to change as I should try to learn as much of Maya as I can so this weekend I will watch MASH tutorials to get a wider grasp on what MASH can do so I can implement it.

I also made some slight modifications to the camera work of my Rube Goldberg machine and re-rendered it. As my instructor Nick pointed out that my cut goes against the main idea of Rube Goldberg machine animation where it is meant to be a single continuous shot to show off cause and effect.

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Maya

Week 14: Maya Development

This week was spent mostly correcting the issues present in the UVs from last week which was quickly solved thanks to Nick’s aid in fixing some outstanding issues with my model. Namely adding creases to keep the model in a more refined shape and inverting normals that had become flipped during modeling. Past that what was most engaging about the week was rendering. Toying with the different setting to make the most clear image I could alongside keeping render times down. As I had 672 frames I aimed to have each frame render in around 30 seconds as to keep the render time down to 5-6 hours as that would be able to render in our class time so I wouldn’t end up using the computer while another class needed it for their studies. Below is the final output.

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Maya

Week 13: Maya development

This week was focused on finalizing, for the most part, the entire Rube Goldberg machine scene. It took a long time to bake my simulation as a series of errors kept occurring that eventually my classmates and I figured out a work-around. After successfully baking my animation it was time to move on to texturing.

UV for Marble Table

I got my textures from Quixel Megascans and I had to research again how to properly set up textures on Arnold using the hypershade tool. Mostly the issue was figuring out what to do with the Normal Maps I received on some textures. Though some UVs were/are difficult to handle and have resulted in some strange texture issues that I need help in figuring out.

UV/Texture issue

Beyond that texturing wasn’t a huge issue, though I’m having issues with the metal textures as they all seem to show up pale white which resembles a totally untextured object yet I know they are linked up properly. This is something else I’d like to look into. Beyond that the scene is totally finished and ready to be rendered out once these issues have been addressed.

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Advanced & Experimental Maya

Week 12: Maya Development

This week was spent finalizing a design for my Rube Goldberg Machine pictured below.

The idea being that at the end the ball will knock into a lightswitch which I will manually keyframe and animate turning a light, thus completing the action of the machine. In order to take some inspiration for the design I watched several youtube animations of Rube Goldberg machines to see what kinds of things they used that I could incorporate like pipes, dominos, swinging objects.

Specifically one animation I took inspiration from was this one:

Namely the pipes with the holes in them so you could see the ball pass between them was something I wanted to recreate.

After designing it with floating objects I then did my best to ‘legitimize’ it by adding extensions and a wall for those extensions to be housed on so that the objects weren’t floating but instead attached to something.

For the inspiration for certain objects I had been thinking of going with a wood and marble modern aesthetic. Very light and simple to read and should make for an aesthetically pleasing appearance when it comes to texturing.

I would say the hardest thing this week was trying to manage Bullet. They physics simulation would often break my Rube Goldberg machine when I added a new physics object to the simulation, regardless of if that new object even interreacted with anything. As a result for testing there was a lot of painstaking time taken simply to re-set up the machine and run through it again and then adjusting it and running again and changing things to get a set up that worked consistently across the board.

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Advanced & Experimental Maya

Week 11: Maya Development

This week we started up a new project, a Rube Goldberg machine, in an effort to familiarize ourselves with using Maya as a simulation tool and with physics in 3D development environment in general. To fully grasp how simulation affects our work and results we created a manual animation first of a ball falling down the stairs

As well I did some testing with Bullet within Maya.

Afterwards we constructed a simple 3D scene with objects that we designated as passive and active in bullet to function as physics objects. From that initial testing of the physics and changing object’s settings was done to better grasp how Bullet works. We were then tasked with planning out a Rube Goldberg machine which I have planned out here in my notebook.

The most complex shape of this system so far is a funnel which it’s inspiration can be seen behind it and I, quickly, modeled it. Seeing how quickly I could do it made me excited as to me it was a clear sign of my development as a modeler.


Though a lot of the shapes in this machine are quite simple this leaves room to focus on texturing the objects to bring together a clean and cohesive environment.

Overall the most difficult task for me this week was keeping up with the quick pace of learning in our class but I managed to do it.