Week_05: Project Topics ideas

Since last few weeks I am focusing on collaborative unit project, I didn’t spend much time on advanced course’s projects. I just did a research before and find something that I would like to dig deeper in my project.

Project 01

For project one, I’m thinking about doing a project which is combined with facial rigging and facial animation. As an animator, I think learning the relationship of rigging and animation is quite important. What’s more, I have great interest in facial animation, espicially CGI style character facial animation, which is more cinematic. Also, I have a foundation of character rigging and facial rigging. Therefore, I want to improve both of these techniques in this project and strengthen my understanding of animation pipeline. My FMP project and thesis will also be related to this topic so I think this project can be considered as a beginning of my FMP, and I will be more confident in my thesis and practice after finishing this project.

Facial animation&rigging
What I did for our collaborative project (body&facial rig), which can still be improved further

What I would like a achieve:

A facial animation or a performance animation(still focusing on facial) which lasts about 20-30 seconds based on references made by myself (the audio clip may come from films). The animation may focus on two aspects: Lip-sync animation and emotional animation. No rendering.

A 10-20s rigging demo which introduces the rigging process.

The total work will be a 30-50s video which combines both elements that I mentioned above.

What I need to prepare:

The project requires more rigging and facial animation techniques which will be used to solve problems that I may meet during the process. I also need to do a research on CGI facial animation (film&games), advanced facial rigging and the industry pipeline.

Time schedule:

2 weeks for research and learning, 3-7days for rigging, 2-3 weeks for animation.

Project 02:

I haven’t decide what to do in the second project yet. Recently I would like to make something based on VFX. I may focusing on smoke&explosion and liquid solvers in Houdini and try to make some cinematic VFX. Recently I have a foundation of Houdini SOP, VEX and several solvers, but I want to dig deeper into simulation area. Since the Houdini viewport render quality is good enough, I don’t need to spend much time on rendering but the simulation, which can save pretty much time.

Recent problem is that I am not sure whether this topic is suitable for this course and I haven’t make a detailed plan for this topic. I may discuss this topic with my tutor next week.

Other artist’s demo, just a reference

Week_05: Refine Texturing & Improve the scene

This week I still focusing on the textures and models of our scene.

I did a further research on the color key in our scene and find some useful references:

Firstly, I remade the floor texture this week because the old texture, which is made based on real textures, has less useful details and the color is not good enough for the scene. Therefore, I used Substance Designer to make a simple wooden floor texture. The details in this texture is simplified, which looks more like a cartoon style floor. It seems that the color of it needs to be adjusted, which will be finished next week.

I also find a better water pot reference for our scene, which has a more colorful and untraditional outward. I modeled the pot, textured it and did a simple rig.

Since our character need to break something inside the kitchen, I added some bottles and plates into our scene. The color of these bottles still need to be adjusted and I will finish it next week.

In next week we will start to add lights into the scene and keep refining our textures, shaders and models. We will test the environment and process to figure out a proper method for our further rendering works.

Week_05: Seminar and 1-1 support

This week I discussed our project with classmates in other teams. We talked about the purpose of our project and our schedule, and finally focus on discussing about the technical topics. We exchanged several ideas with other classmates. I also saw the development of their projects and their recent achievement.

I discussed with Yaozhang, who is recently making some cinematic compositing works in his team. He shared us with his ideas of the whole project and the things that he is focusing on. I think his project is quite interesting because he has a great chance to combine real life shooting and his software techniques together to develop something quite cinematic and realistic, which is quite challenging and practical. We also talked about the technical problems in both of our project and some personal experience of software usage.

I also have a chat with other classmates and learned their working pipeline and what software they are using in their project, which gave me a lot of inspirations. I also realize that each team works pretty well and has clear schedules for the project. I saw their passion to the project, which motivated me to work harder. There is still several weeks for us to develop our project, I’ ll work harder and try to acheieve a better result after this discussion.

Week_04: Mechanical modelling and animation

This week we learned to make a mechanical animation, which is a tricky box that has something inside that can turn off the handle by itself. The tutor asked us to design the thing inside the box, which can be anything like a bear, a tool or a robot arm. The main idea of this design is to practise our creation based on a simple idea.

I firstly did a copy of the box that is made by the tutor in the class. I also added some controler to it so that I can make the further animation easily. After that I remodeled the thing inside the box: a hammer. I decide to use the hammer to hit the handle so that it can be turned off, which makes the box a little bit more playful.

Week_04: Texturing

This week I focus on the textures of our scene and start to test rendering. Wanxuan did the setting of our models so I can texture these models based on her scene.

Since our main scenes are a livingroom and a kitchen, I firstly did a research on Pinterest to find some color reference for our scene. I then find some reference like these:

After compared with different kinds of references, I finally decided to color the kitchen with white, black and light warm green, which can keep a balance between realistic style and cartoon style. The livingroom is designed to be colored with blue, orange and warm brown, which increases the contrast of image.

I made textures in Substance Painter, which is a handy software for me. I mostly focus on texturing the corners of each object and adding some lines and drops to simulate some kind of hand drawing effects. I also added some fake light and shadows on textures to make it looks more three dimentional.

After making textures I turned to maya to add shaders to models and adjust their light and shadows. Here is the initial effect of two scenes:

The kitchen looks complicated enough but its wooden floor may need to be replaced by some other kind of floor like ceramic floor or something else. The livingroom has a lot of things, but it still looks empty, we are trying to change the settings and adding models to fix this.

One of the most struggling things in this process is the UVs. There are tones of UVs to be unfolded. What’s more, the models of the scene has a lot of problems like bad topology, overlapping points and faces, which added some difficulties to unfolding UVs. Anyway, the problem has been solved manually, which took me a lot of time.

The next step is polishing our textures and keep testing rendering. Also, I think the livingroom seems a little bit empty and we will add more models to fix this problem in next week.

Week_03: Architecture & Environment Notes

Architectural Space vs Digital Space

  • The occupant of a space in real life and digital space shares the same principle of architectural system.
  • Line (1D), Plane (2D) and Volume (3D) -> Configuration of a Form with its characteristic outline.
  • Position of a form is relative to how it is being seen within the environment
  • Space constantly surrounds our being
  • Designing a space brings in the consideration of its function
  • Animation/Video game genre defines the rules

Game vs Moving Image

Game is an activity that is engage to Play and Moving image are Director vision

Definition of Play

Play is the action to use for engaging a Game

  • Play is both like work and rest without being either of each
  • Sometimes we need to play to acknowledge something instead of ‘play’ itself
  • Play can be a form of simulation, it is an experiential learning within a simulated scenario
  • Play is player’s unique behaviour

Narrative

Narrative determines Theme/Style.

Stage & Environment

  • Level, Route / Path
  • Aesthetic
  • Theme and Style that drives with the narrative
  • Art and Architecture
  • Environment that can put into part of the “play”

How game/anime push the narrative for architecture

  • Narrative approach proposes a way of explaining or understanding events through a story or written event
  • Potential in exploring almost unlimited restriction in architecture, yet it contains the logic.
  • The advantage of these technologies can express the form of narrative, the idea of affecting our thinking on architecture with entertainment.

Digital Space – Breaking the Boundary

  • The difference between designing space for reality and for digital are the user/audiance
  • The goal for a game space is creating game experience that serve well with its rule of play and narrative
  • The game genre determine the boundary
  • Simulation needs to clone the elements of our world with the closest details, given the user a life-like experience along the a space.
  • Futurist setting game needs to produce a space that does not appear in the current era of architecture. Creating experience that can only be achieve in virtual world.
  • Inputting the configuration and function of architectural thinking in virtual space can strengthen this relationship and deepen the degree of immersion.

Week_03: Character rigging

This week Zhenzhong made the character model based on Wanxuan’s sketch and I focusing on character rigging. After I received the model, I finished the character rig by myself.

Rig review

The character rig is a full handmade rig, which takes me several days to finish. It is a full character rig which covers both body rig and the facial rig. The main body is an ik/fk system which covers ik and fk spine with a basic squash & stretch system, and ik/fk system for limbs. I also made a 360 degree foot controler so that animator can make tiptoe or heel animation much easier. It is pity that I don’t have time to make the squash & stretch system for character’s limbs, which can give animator the opportunity to do some cartoon style animation.

360 degree foot controler

The character rig also has facial system, which covers eyebrow controlers, cheek controlers, jaw controlers, lip controlers and ik/fk eye controlers. I used a blended mode of skeleton based and blendshape based rig system to finish this character rig. Honestly, building the structure of this rig doesn’t takes much time. Instead, painting skin weight and making blendshapes take most of the time because both of them determines the flexibility of this rig.

Facial system
Rig test for fun

After I finished the rig I also take some time to check the bugs in this system. I adjust the blendshapes, the skin weight for serval times, which takes a lot of time to finish. The rig also has problem when the main controler scaled. I then find out that the problem comes from the squash and stretch spine system because of the wrong data that transfered within the node editor. I adjust several nodes and fixed the problem.

I also tried to add some sub controlers to the clothes to avoid the crossing between models. However the sub controlers’ shape doesn’t scale when I scale the whole model. I used serveral methods to fix this problem but failed. I will do a further research on this to try to solve this bug. What’s more, I think the cheek control can be improved to be more flexible, but I may not have time to develop it deeper because I need to focus on texturing in further process, which is also a tough work.

Next week Ziyin may start to make the layout and animation. Therefore, me and Zhenzhong will then focusing on texturing and rendering. We will try several techniques to achieve the rendering result that we want in maya. I think we can finish all the textures before the animation finished so that we may save a lot of time for rendering and lighting.

Week_02: Texturing test & Model Rigging

Rigging:

This week I rigged our robot model and the newspaper, which can be used for layout and animation.

Robot

The robot has ik&fk arms and global Ctrl, which is suitable to animate different kind of animations. A space switching attribute is created to allow the arm to follow the world space or the robot itself. I also create SDK groups to let animator make robot’s fingers grab animations by using attributes, which is much faster than animating with finger controlers.

I asked my teammate to test this rig and it works correctly. Recently the elbow is a weighted skin, which may be replaced by a rigid elbow component later.

Newspaper

I also did a newspaper rig, which can be folded and open. Each corner of the newspaper can be bended individually and a single page can be turned by using ik controls on it, which fits the requirement of our animation. I also create two controlers on both sides of the newspaper so that animator can animate a folding animation by adding constains to the controler and character’s ik arm controler. However, this rig is still not flexible enough since the skin weight has some little problems. I will keep testing it to make sure it can be used safely in our project.

The rig can still be improved basing on the requirements of animators. I may update this rig in the next week.

The next step is to model and rig our character. We will need to rig a full body character, which has body controls and face control so that it can fit the requirement of performance animation.

Texture test:

I also did a texturing test this week for our project to make sure the graphic result can be achieved in later process. We did some research first and finally decided to render some kind of style like this:

We want to represent the feeling of the lines, spot and the light in reference.This reference is made by using 3D and hand drawing, but it can still be achieved totally in 3D by editing models can textures.

I changed the texture of coffee maker in substance painter to test the result. The final render is made in arnold:

I used some nodes in arnold lights and rough masks to simulate the light in reference, which is quite closed. The spots on textures can be achieved easily in SP by using some masks. Recent problem is that the shadow is still quite “3D” and the graphic is not flat enough. I will make a new test next week to test more textures and try to achieve a better result.

Week_02: Unity

This week we learned the basic of Unity with Herman. The tutorial can be seperated into several parts: Unity viewport, import FPS file, import maya animation to Unity and editing animation in unity.

Unity viewport is quite like some DCC, we can also hold right mouse botton and WASD to travel in the viewport, which is special. The difference between Unity and DCC is that Unity has two viewports: an editing viewport which is designed for settings and lighting, and a game version viewport which is designed for game designers to check the level or other interactive settings.

We can import maya animation to Unity by exporting FBX files. Some problems come out when we drag FBX files into Unity: we cannot see the animation or even the object. The reason why we cannot see that is because the object is too small. We can scale the object by changing object data. Then we need to drag the take object( the light blue triangle object) on the animated object to activate the aniamtion. However, the moving animation doesn’t show in the viewport because the scale information of animation remains still, which is hard to see. Therefore, we can create a empty layer and parent object under this layer. By scaling the empty layer instead, the object and animation can be seen clearly.

Animation can be activated by the light blue triangle object

We can also edit the animation by using animation viewport. It allows the animation to become a loop or even combine several animations together. When the first animation finished, the software will automatically activate the second animation. If we double link both of the animation together, the animation will become a new loop and repeatly play the animation.

Animator viewport
Make a repeated animation by linking different animation nodes

I really like the interactive design and the structure of Unity, it is much smaller than Unreal Engine, which requires better hardware to drive. Therefore, Unity is a great platform for beginners to learn the basic of game design and game engine. I think maybe I will learn Unity in the future to get a better understanding of game design and its relationship with animation.