Category: MAYA
week16:maya loop animation
First, I made the blob wobble animation, and I tried for a long time to match the holes of the roller, using different rotational speeds to achieve the effect.Then, I put the roller and the ball into the sp to apply the material, because I wanted a more realistic material effect.Finally, I added the plant model, because I wanted it to have a little light and shadow effect to make the picture richer.
I had a problem with a carpet that I wanted to make more realistic. If it was a flat surface and then used mapping to achieve it, it would look too fake, so I wanted to generate a base model. So I watched a youtube tutorial.
interior modeling tips and tricks 02 xgen fur for carpet – YouTube

week15:loop animation


week14:domino
This week was mostly about corrections to previous renders, and getting into nuke and pr for compositing. I was impressed by the ethereal feel of the game Monument Valley, so I borrowed a bit of its story line, and the music is also a snippet of the interception.
week13:domino
In this lesson I first applied materials to the model. In order to achieve the color style of the game itself, I tested the following with lighting and divided the model into three parts: bright side, normal color and shadow. The materials were covered with fluorescent yellow, blue and purple respectively. The lighting was established with a vertical light and a mauve hdr.
Then I set up the camera, using camera and aim to move together to determine the visual center point.
Finally, the rendering was done, ready for going to nuke.

week12:domino
In this lesson we build our own scenes in class. I first finalized the Monument Valley style modeling and then used the bullets in vfx for physics collisions. On the side of the final rotating rod, since the rod itself is irregularly shaped, Nick taught me to use a rectangle to model it and then tie in the parent-child level relationship and bake it out together.
class11:domino
In this lesson, we used two methods to get the ball to move.
The first method is the traditional k-animation, where the teacher taught us to use different curves to show different animation effects. For example, the curve tends to be straight when the ball is rolling on a flat surface, and only has a natural curve when it is rolling down. And when the ball has a bounce, the curve is shaped like a parabola.
The second way is to open maya’s bullet effect to let the software automatically settle the physics of it. We need to note that the first line is the active collision object, he collided with others or collision will be some movement, the second line is a passive collision object, he is fixed, the object will have a blocking effect on the movement of the object.

final face
The final assignment for the semester was to render a video. I k the animation and render it, then put it into nuke for final color grading and compositing. In order to make the characters and the background less abrupt, I first paid attention to the lighting in maya, trying to match the light coming from the right side of the background, and the color was a little bit blue-green. After getting the rendered exr, in nuke coloring I also try to tend to high contrast, light and dark distinction and overall blue-green.
Week9:animated face

shape editor

reference
Week8:face rigging
In this lesson, I repainted the roto paint, mainly paying attention to the weight when the head is raised, so that the mouth can just open. In addition, because the corner of the mouth is not straight when opening the mouth, it has to be a little behind, so keyframes are added to the shape edit and controlled by the driver.
Then I lit, rendered the sequence, and put it into pr for compositing.