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Design Realization lecture 5

Design Realization lecture 5. John Canny 9/9/03. Preamble. Reactions to Maya? Please return the CDs soon (new material needs to be installed on them). Blog for Maya help is under construction. Last Time. Alignment – join elements without merging. Scene graph and hierarchy.

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Design Realization lecture 5

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  1. Design Realization lecture 5 John Canny 9/9/03

  2. Preamble • Reactions to Maya? • Please return the CDs soon (new material needs to be installed on them). • Blog for Maya help is under construction.

  3. Last Time • Alignment – join elements without merging. • Scene graph and hierarchy. • Constraints: using expressions. • Shape control – blendshapes (finish today).

  4. Next Time • We’ll have an in class “critique” of your designs-in-progress. • Please make a first pass at a chair model in Maya by Thursday. • Bring a laptop with your model or send it to a partner who has a laptop, so you can show your model in class.

  5. Shape control • Maya has a tool for controlling parametric shape called Blendshapes. • (Animation) Deform → Blend Shapes • Trick: by default Blendshapes ignores the transform hierarchy. • it only responds to control point deformation. • Changing that default makes it behave obviously.

  6. Materials and texture • Maya includes rich material models (aka shaders) for common materials. • Some will be on the next CD update. • A material includes attributes like • Type: Phong, Blinn – models of reflection (shine). • Color: obvious – usually a texture. • Transparency: can be fixed or a texture. • Bump map: adjustment of surface normals. • Displacement map: adjustment of surface depth.

  7. Texture coordinates • A texture can be any 2D image. • Can be grabbed from clipart, from photographs or scanners, or can be a synthetic image. • 2D images have X, Y coordinates. NURB surfaces have U, V coordinates which are used to “map” the texture. • Isoparm curves on surfaces show the U, V directions. • Checkerboard or brick textures are a good way to learn mapping techniques.

  8. From shape to movement… • Motion is one of the most expressive forms available to a designer. • Animation literally means “to give life”.

  9. Qualities of movement • List some…

  10. Qualities of movement • Hint: What are “good” movements?

  11. Keyframing • Keyframing is the traditional digital method for animation. • The scene is posed at all significant transitions and sample poses. Then the animation code interpolates between them. • Motion curves (trajectories) can be edited much like NURB curves.

  12. Movement composition • In character animation, movements are not atomic. They break down as: • Anticipation • Action • Reaction • Example: Jumping block.

  13. Morphing and moving • A general shape deformer like Blendshapes can be used to pose a complex model. • Its relatively easy to use Blendshapes plus keyframing to animate a face. • Create a new copy of the face and set it to each facial expression, then blend with Blendshape to create an expression control.

  14. Todo • Work on your chair designs for Thursday. • Find a partner if needed for in-class demo. • Please return the CDs soon.

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