Thursday, 9 December 2010

Week 9: Animation

Scene One

Scene One was very simple to animate. All that was needed was for the camera to dolly inwards towards to plane. The effects and clouds would be added later to make the scene look as though it was moving towards and through clouds.



Scene Two

Scene two was very complicated to rig and animate due to the face that nearly all the animation would take place here. In order to make it easier on myself I decided to build the scene up in layers, starting with the camera movement and ending with individual animations.

Camera

The camera movement of this scene started in the air. This was to blend in with the end of scene one emerging from the clouds.
The camera then moves towards the ground and the levels out on the road. The camera then follows the winding road until the road goes straight and the camera slows to a stop. The scene transition would happen before the camera stops in the final render.



Attractions Appearing

The next stage of animation was to add all the models to the scene. All the models, apart from the welcome sign start under the ground. Each individual attraction component then jumps up just before the camera turns on to it. The attraction then drops back below the ground after the camera has passed.
This is done at different points for each attraction model on the timeline.



Baker Rifle Animation

The animation for the baker rifle starts with the hammer rotating around the joint backwards. The trigger is then rotated backwards to make it look as if it has been pulled.


The hammer then rotates fast forwards. When it comes into contact with the flint pan, the flint pan then rotates forward to make it look as though the flint is pushing it as it is struck. The final stage is then to rotate the whole gun backwards and forwards to simulate kickback.


To make the gun shot look more realistic I added a ‘Super Spray’ with a smoke material added. This flows from the barrel and the flint at different points to make it look as though the gunpowder has ignited.



Spitfire

The Spitfire animation starts as the model angled down flying towards the ground. The Spitfire then banks sharply and flies off into the sky.
Volumetric Clouds will be added to make the Spitfire look as though it is flying through them.



Roller Coaster Car

The roller coaster car starts at the top of the track. The car is then rotated and moved down the track in sections.


This process was quite complicated because not only was the roller coaster car moved in the X, Y, Z axis. It was also rolled in those different axis. Numerous key frames were set at different point to make it look as though it was travelling down the track.



Elephant

A biped was added to the scene and positioned in the head of the elephant. A 9 piece tail was then created and placed in the trunk while the arms were placed in the ear. I then created a skin modifier and weighted the trunk to the tail and the ears to the arms. I was able to save time weighting the elephant this way because I knew the elephant would not be walking.


I then set key frames curving the trunk upwards and the ears backwards and forewords as the camera moved onto the elephant.


I finally moved the trunk and ears back to their original position as the camera started to turn the next corner.



Train

For the train I created another ‘Super Spray’ with a smoke material added. I set this producing smoke before the camera turned the corner so it looked like the train had been producing smoke for a while.



Scene Three

The final scene saw the Spitfire flying in from the left and leaving the right. While this happend the Spitfire does some barrel roles.

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