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3D Within the Industry
3D animation is a computer generated imagery - it is quite often used to make animated scenes. 3D is used within the media industry and also in non-media industries quite a lot.
In this section I am going to discuss the different areas 3D is used in throughout the world around us. This will include 3D within the media industry and also outside of the media industry.
GAMING
Computer gaming started off very simply and evolved to 2D design. This industry is currently expanding, if this didn’t expand we wouldn’t have the evolution of gaming that we can clearly see today. There are many games out there today that feature 3D characters and environment, this helps to make the scene more realistic. It makes the audience feel like they are a part of the game and are experiencing it first hand, rather than just being a player or someone who sits in their house playing these games.
I looked into a few games in order to get a clear understanding of how 3D is used in games. One of the games I looked at was ‘Sims’ this is a 3D modelling game were the players can model and edit their characters. The user also has the ability to edit the scenery around their character, this includes modelling their own 3D house for their character to live in.

(1) Sims game
Today, games have progressed so much and we now expect so much from games, this means that creators need to put so much detail into their games otherwise people wouldn’t continue to play them. The most common reason as to why people buy a new game is for the story and how the game looks, if these are poor then people aren’t going to buy the game, and they especially aren’t going to even think about buying it ever again if they have a bad experience with it.
2D games have also been very popular but, their quality and detail have nothing on the 3D games that have been released, many people consider the games created today pieces of art because the characters are so detailed and intricate.
FILMS & TELEVISION
3D in film making has been used in order to create realistic looking people/objects/animals that don’t actually exist in real life, but that director and film creators want to exist in movies. These types of movies are in high demand from people because they can go and watch something that they would never see in real life. sci-fi/animation doesn’t really exist in the world around us so it is useful to have the software and technology to have this become a real thing in the virtual world.
3D is used within films to create environments/landscapes, these can include things like large city builds or mountain scenery. Although many people would argue that these scenes could just be filmed with a camera instead of modelling them, they are modelling more for the fact you can then manipulate them easier, if a building needs to explode etc. then this is much easier to conduct when the scene has been built manually than it is when the scene has just been filmed on a camera.
Big name movie characters have been modelled using 3D modelling; The Hulk, Transformers etc. However smaller characters have also been made using 3D software, for example Tinkerbell.

(2) Tinkerbell 3D wireframe
Tinkerbell is a very small scale character and she hasn’t had a very large influence on 3D in the film industry. But, she is a clear example of how 3D modelling can be used on even a very small scale throughout the film and television industry.
With 3D rigging systems that now exist, this has expanded the usage of 3D in different areas than before. Rigging systems allow for a character to move in a much more realistic way.
3D within movies has enabled movies to become much more realistic, even if a character is mythical and doesn’t actually exist in real life they still manage to look realistic in movies and would be believable that they actually exist. 3D has really enhanced the quality of motion picture that exists today, it has really helped the movie industry expand and the possibilities of what can be created are endless.
ANIMATIONS
Animations have become increasingly detailed and intricate, these have most definitely grown and expanded from the original and very simple 2D animations that existed or the simple cell shading animations that existed. They are much more detailed and realistic looking today.
Toy story was one of the first animation movies to be created. The characters are all created using 3D modelling and animation.

(3) Woody - Toy Story Wireframe
These characters have all been created using 3D modelling, the updated use of rigging has enables these characters to move smoothly and look realistic. This has helped bring the animation life into a reality for children. They believe these are all real. This is probably because the character move so realistically.
With 3D modelling and animation forever growing and expanding this has enabled many different character/films to be created. The opportunities for the future are only imaginable and nobody really knows what can be expected.
ARCHITECTURE
3D modelling can be used to build landscapes and cityscapes. Often 3D modelling will be used by architects to create three dimensional mockups of their projects. Architects commonly show clients their sketches of the buildings they are going to create, 3D modelling helps them because they are able to show their buyers/clients what the building should look like built and placed amongst the rest of the landscape. The client can clearly see how the architect plans on making the design look, they can make the necessary changes they wish now before it is actually built and its too late.

(4) Architecture using 3D Modelling
Using 3D modelling in architecture enables the architect to make any changes they feel are necessary at this stage rather than it being built and then realising there is an error with it.
Architects can even go one step further and visually plan out what the interior will look like, this enables them to create a simple scene for their clients and they can actually see how the buildings/houses will look furnished. Creating the interior, especially using 3D will enable them to add depth and a sense of dimension to their designs that their sketches might not enable them to do. This helps to make their designs even higher quality and also makes them more likely to be sold to clients because there is more of a visual component that a sketch doesn’t provide.
2D designs and sketches are sufficient for an architect, but, a 3D model is more likely to sell and will help the architect when they are pitching their idea to clients because there is more of a visual aspect than a simple sketch would provide.
ARCHAEOLOGY
Many historical monuments that have been destroyed or partially destroyed now have the opportunity to be reconstructed using 3D modelling, this is of particular use to archaeologists who want to recreate these monuments to show people what they used to look like, or to even recreate the parts that have been destroyed.

(5) 3D in Archaeology
Helping to reconstruct lost cities or ship wreckage, this can help discover what happened.
MEDICAL
3D is used in both the medical industry and also the education industry. 3D is used in order to recreate a very detailed version of the operations and medical illnesses that can’t be explained unless witnessed first hand. These can now be shown using 3D modelling, trainees can now be shown how an operation should be performed because they can watch it in 3D.

(6) 3D in medicine
3D can be used to recreate a detailed model of the human anatomy. This can allow doctors to understand and explain how parts of the body work. They can view the organs, veins and muscles. 3D animation can animate the blood flow around the body. 3D animation can also animate the digestive system and clearly show how the food gets digested around the body.
3D helps student doctors to learn how things around the body work before they actually have to perform any operations on an actual person.
FORENSICS
3D modelling and animation can be used in forensics, this can help to show how a crime might have happened, and therefore help to recreate the crime scene and work out how the crime might have happened.

(7) 3D in forensics
As you can see 3D can be used to show where the crime might have occurred and this can help detectives and police work out how the crime might have occurred. They can work backwards in order to find this out.
CONCLUSION
3D is used throughout many different industries, this has helped enhance these industries into becoming more sophisticated and professional. This has helped expand these industries and make them work more fluently. These industries have upped their standard because of 3D modelling. Games wouldn’t be as highly detailed as they are now. 3D modelling has really enhanced the gaming industry.
Film, TV and Animation wouldn’t be as high quality as they are now, there wouldn't be the detailed explosions that they are now and destructive scenes wouldn't look as good without 3D. Animation wouldn't look as good as it does now, characters wouldn't move as smooth as they do now, and the characters might not be as appealing to children as because if they aren't 3D then they aren't as realistic looking.
Without 3D medicine and medical trials wouldn't be as well practiced as they are with 3D. There is also the risk that the students who are practicing might not be as well trained as they are because of the use of 3D within this industry. New doctors wouldn't get the knowledge they have access to because of 3D.
Bibliography
Wikipedia. 2017. Gaming - Wikipedia. [ONLINE] Available at: https://en.wikipedia.org/wiki/Gaming. [Accessed 17 January 2017].
unknown (no date) Forensic services. Available at: http://www.ifscolorado.com/3d-forensics/ (Accessed: 18 January 2017).
Figures
(1) web-vassets. 2015. web-vassets. [ONLINE] Available at: http://web-vassets.ea.com/Assets/Resources/www/ea.com/Image/Les-Sims-Game-Filter-hero-UK-v1.jpg?cb=1416221402. [Accessed 17 January 2017].
(2) Pinterest. 2017. Technical artist and Artists on Pinterest. [ONLINE] Available at: https://uk.pinterest.com/pin/366199013424562073/. [Accessed 18 January 2017].
(3) unknown (no date) PIXAR Wireframes. Available at: https://www.pinterest.com/alexliki/pixar-wireframes/ (Accessed: 18 January 2017).
(4) unknown (no date) Top 3D architecture modeling. Available at: https://www.pinterest.com/pin/147422587776292747/ (Accessed: 18 January 2017).
(5) unknown (2013) 3D Modelling in archaeology. Available at: https://computationalarchaeology.wordpress.com/2013/01/20/3d-modelling-in-archaeology/ (Accessed: 18 January 2017).
(6) 2017, unknown (2011) 3D printed kidney models help determine doses for nuclear medicine. Available at: http://www.3ders.org/articles/20161206-3d-printed-kidney-models-help-determine-doses-for-nuclear-medicine.html (Accessed: 18 January 2017).
(7) unknown (2017) 3D forensics. Available at: http://www.ifscolorado.com/3d-forensics/ (Accessed: 18 January 2017).
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Section 2: My 3D modelling Portfolio
Before beginning this module I had no 3D knowledge and had never used any 3D modelling or animation software.
We were going to learn how to use 3DS Max and Maya because these were industry standard 3D software programmes.
It took me a while to get used to the software programmes and the controls that needed to be used in order to model and animate. One of the main problems I came across was the switch between using 3DS Max and Maya. Both of these software programmes use different controls and have different names for modifiers etc, this made it increasingly difficult week by week switching between the two programmes and trying to remember the controls for each programme.
Before we started into our assignment we began by creating a few simple models in both software programmes, this was to help us get a better understanding of the controls for each programme and how to model and animate in each software.
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Portfolio: 3DS Max
This section of my portfolio includes the models and animations that were created in 3DS Max.
Basic Controls & Key Commands
3DS Max is a 3D software programme designed for modelling, animation and rendering of 3D scenes/characters/animations.
3DS Max has a key command for almost every letter of the alphabet. These all do something different and help you as the designer control/modify your scene.
A - Angle snap tool on/off
B - Changes the viewport that is active to the bottom view
C - Changes the viewport that is active to the camera, if there are multiple cameras in your scene then this open up a menu to select the camera you want to view.
D - This disables the active viewport. This is most commonly used when modelling in a highly complexed scene, this will enable a higher performance in other viewports
E - Select and Rotate tool
F - Changes the viewport that is active to the front view
G - This enables and disables the grid in the view
H - ‘Select by Name’ window is displayed on screen
I - This centres the active viewport to the position of the mouse
J - This shows or hides the selection brackets
L - This changes the active viewport to the Left view
M - This opens the material editor window
N - This turns the ‘Auto Key’ on/off
O - This turns the Adaptive Degradation on/off/ This is most commonly used if performance becomes too slow, it will turn objects into boxes in order to maintain food fps.
P - This changes the active viewport to ‘Perspective’ view
R - This is the select and scale tool
S - This turns the ‘snap’ tool on/off
T - This changes the active viewport to top view
U - This changes the active viewport to user view
W - This is the select and move tool
Z - ‘Zoom Extends’ all the objects selected. This is very useful when working on one particular object. This helps to reset the perspective camera.
7 - This shows the polygon count of the objects selected
6 - This opens the particle view window
CTRL+A - This selects all the objects in the scene
CTRL+C - This creates a camera from the current view in perspective mode
CTRL+I - This selects the inverse
CTRL+V - This opens the clone options window to copy/instance objects
CTRL+X - This turns Expert mode on/off
CTRL+Z - Undo
CTRL+Y - Redo
ALT+X - turns x-ray mode on/off for the objects that are selected
ALT+Q - This enables isolation mode for the objects selected
ALT+W - This switches between full screen mode and multiple viewport view
F3 - Switches between wireframe and realistic mode
F4 - Switches between wire-mesh overlay and solid mode
These are a lot of key commands but throughout the process of using 3D it will become clear which of these shortcuts are most useful. This will ultimately save time.
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Modelling a Bullet
This will help us learn how to edit spline, line and lathe tool.
At the beginning of creating a bullet we need to set up a plane, this plane will act as a board for our reference image to sit on. This image will help us throughout the modelling process of the bullet.
Modelling a plane and adding a reference image is done by:
>Create Panel - this creates the plane but there is no image on it, we add the image by going to the >Material editor and >Bitmap and then bring in the selected Reference image.
Then using the >Show Shaded Material in view-port I brought in the image.
Once I brought this image in i noticed it was very stretched, in order to fix this I needed to get the correct aspect ratio. In order to get the correct aspect ratio I had to use a >UVW Map and then fixed the >Alignment to suit >Bitmap Fit. This corrected the aspect ratios.
Once the image was in place I then had to use the line tool and roughly pinpoint the points to create the outline of half of the bullet. In order to get the curve at the top of the bullet I had to select the top two points of the bullet and go into >Modifier >Vertex Sub-Object Mode Then right click >Bezier Corner This allowed me to grab the handles and manipulate them appropriately in order to create the perfect, smooth curve.
Once I am happy with how half of my bullet outline looks then I can go and make it 3D.
Once at the stage above I can then go into >modifiers >Lathe Tool and this will create the 3D bullet shape. Sometimes this can mess up and will end up not looking like bullet if this is the case then I just need to go to the >Align tool and select >Min, this will make it look more like a bullet.
Obviously a bullet isn’t bright pink therefore I need to change the colours to suit a bullet. To do this I use the >Multi Sub-Object this is found in the material editors. I set three different ID’s, this will enable me to have three different colours in the same model. I then went into >surface properties and made sure I turned on the >Use shape ID’s. I also turned on >adaptive, this ensured that the colours at the top split correctly.
This is my final Bullet.
I created this bullet using the tutorial below.
vimeo
https://vimeo.com/91713444
Using the skills some of the basic modelling skills that I learnt today I am going to try and create a simple model, this will help me practice and help get me used to the controls of 3DS max.
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Modelling a Pokeball
Today I am going to spend a bit of time trying to get used to the controls and modifiers that 3DS Max has. I want to create something simple and basic just to get me started.
I began by creating a sphere, this will act as the outer shell of the Pokeball, I added a editable poly modifier to this sphere because I wanted to up the amount of faces and polygons in the sphere.
I then highlighted the centre faces and removed these, this will act as my outer shell, and now has the gap where the inner ball can be seen.
In order to make the cut in the ball where the button would go I first began by creating a cylinder. This would be roughly the size of the gap I need for the button. To remove this cylinder shape from the outer shell I will begin by changing the outer shell from standard primitives to compound object. Then select both the cylinder and the outer shell and select >Boolean this will create the perfect hole for the button.
I then added depth to the outer shell by using >modifier and selecting >shell. This adds depth to the model and allows it to look more like an outer shell.
I then created the inner sphere, this is just a simple sphere centered and scaled to fit inside the outer shell.
I am now at the stage of creating the button for the middle. For the button I am using a cylinder. Once I’ve created this cylinder I am going to select the outer (front facing face) and >inset, this will bring this face in and make it smaller compared to the rest of the model. I will then reselect this face and extrude it, this will make it look more like the button that is displayed on a Pokeball.
Once at this stage I just need to align this cylinder up correctly, I need to place it so that it is in the correct position and the overall model looks like a pokeball.
I am now at the stage where I need to add materials to this Pokeball, this will help it to actually look like a pokeball.
To do this I am going to use the same techniques that I learnt in class when I was adding materials to the Bullet.
This is my final pokeball.
Here is the tutorial that I followed in order to learn how to make this Pokeball.
youtube
https://www.youtube.com/watch?v=PPq0QF2vbBg
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Modelling a Dog
Similarly to modelling the bullet we are beginning with placing a reference image on a plane, this will act as a guide for us throughout the modelling process.
I began modelling using a simple box >modifier, >editable poly. This enables us to edit this polygon and change it so it can look like a dog. I then removed one of the faces from this box. This enables us to use the symmetry tool to create the whole dog from one half.
When modelling this dog, we will do all the modelling in low resolution and then increase this once we have finished modelling. We need to turn on NURMS option, this will smooth out the box to look quite circle like.
We need to add subdivisions, this will help us when it comes to adding all the features in. Once we have added more subdivisions we then select the faces for the legs and extrude these, once we have the basic legs we need to ad paws, we do this by selecting the face on the side of the newly formed legs and then extruding again, this will make the legs have paws.
We are currently working with half a model therefore we need to add a symmetry modifier, this will enable the whole model to be created from half the shape. We extrude the faces for the neck and head until they look the way we want. (Keep in mind that some faces may need to be deleted in order for the symmetry to look smooth)
The process of making the tail is slightly more complicated, we need to create the shape we want for the tail using the line tool, extruding this along the spline will create a 3D tail in the shape of the line created. (Again some faces may need to be deleted to smooth out the symmetry)
For the mouth we need to go into low poly mode, this will allow us to select the face we want the mouth to form from. Once we have decided where this is going to be we then ‘hinge from edge’ this allows the mouth to be extruded and hinged off one edge and creates the effect of an open mouth.
Once we have the final shape of our dog we can use a relax modifier, this will take the sharper edges off the model and make the dog look more realistic and less edgy.
This is my final 3D dog.
Here is the link to the tutorial that I followed to help me model this dog.
vimeo
https://vimeo.com/140457549
Using some of the tools that I have learnt so far I am going to model something else this week. This will help me get used to the controls and also help expand my knowledge and understanding of 3DS Max.
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Modelling a Dolphin
This week I wanted to practice some of the skills and techniques that I learnt from the previous weeks in order to model something on my own.
I decided to model a dolphin, this will start off as a low poly shape and then when the NURMS modifier is turned on it will look more like a dolphin.
I began by using a simple box shape, adding subdivisions so that I could manipulate it easier to look like a dolphin.
I used the >modifier and >inset tool, this enables me to scale the surface of a face inwards. Once I have the faces the size I think is correct I then >extrude the necessary faces.
I extruded the faces to make the fins and the top fin of the dolphin. I then scaled and manipulated the vertices so that it looked more dolphin like. Switching between low poly mode and NURMS mode enables me to see what the final model will look like. If I am not happy with how the final model looks then I go back to low poly mode and change the necessary parts to make it look realistic.
Here is my final dolphin.
I wanted to create something that would help me experiment with the different tools in 3DS Max. I made this model and experimented with NURMS and >modifier >Inset.
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Modelling Text
3D text is something that is used widely throughout the industry, may it be in a small animation to introduce it, or on a much larger scale as to have it introducing the next big Disney pixar movie.
Creating text in 3DS Max is quite simply, the more difficult task comes with editing and manipulating the text to look the way you want it to.
In order to create text in 3DS Max we need to go to >Create Panel and select the >Text Button
This will create a basic text outline. To edit and manipulate the text we need to go to >modifier, this will enable us to see all the parameters in relation to this text. This is where we can change the font and the size etc.
Using >parameters you can then manipulate the font, size, kerning and leading. You can come back and edit this point if you need to make any changes.
At this stage the text you have created will not appear 3D, in order to do this you need to go into >modifiers, and in here select >extrude, this will enable you to edit the amount of 3D that effects your text.
This is modelling text n the simplest way.
The second way to model text is by using the >modifier, and then >bevel tool. This allows you to edit the height and the start outline etc.
In the parameters you can round the edges in the lettering this helps to make the letters look less chiselled. This is done by >surface, then go into >Curved Sides and edit the segments as you wish. It is at this point you can also change the >bevel values at this stage.
This is the text that I created, I used the >bevel tool in order to manipulate the edges and give it more of a smoothed edge.
This is the tutorial that I followed to help me model my text.
vimeo
https://vimeo.com/91566958
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Modelling a Simple House
I began with a simple box, I added some subdivisions. This enables me to add the outer section of the house, the part that will be extruded.
Once i have split this house into three subdivisions, I can then extrude the middle section. This enables me to add the extension to the house.
In order to create the roof I selected the edges the run vertically along the rectangle and pulled these together.
Using the material editor I can then add the textures of my choice.
This is the final model of the house I created.
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Particle Flow System
I looked at a particle flow system and how these can be used to create particles coming from an area in your scene.
I began creating this by adding a >noise motion controller to the UFO, this helps it fly around in a random pattern. I did however, modify the noise controller so that the UFO didn’t fly around in crazy areas. This helps when testing the particle flow system.
Using the >particle view I placed the particle flow source object and then set up the particle controllers, this was done by going into >particle view and editing the flow chart that appears on the screen.
The particles can appear rapidly and in a crazy format therefore I changed the ‘Birth’ controller so that they aren’t coming out randomly and and too fast.
I noticed the particles were very small and this made it difficult for me to see them and edit their speed and where they appeared. I made the particles larger for the purpose of editing the speed and the direction they travelled.
I then changed the speed of the particles. After this I edited the target controller and used this to select the UFO as the target, this would make the particles aim at the UFO.
Once the particles hit the UFO I then made them decease, this would mean the particles will die after they hit the UFO. This helps to make the animation look more realistic because once they hit the UFO if this was real life then they wouldn’t continue after they hit the UFO.
This is a screenshot of the missile system I created.
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Auto desk Maya
We also used Maya throughout our classes in 3D animation, this is industry standard software and will help us if we want to go out into the 3D animation industry. Having a broad knowledge and understanding of the 3D industry and a wider variety of the softwares that can be used.
We were going to learn how to use 3DS Max and Maya because these were industry standard 3D software programmes.
It took me a while to get used to the software programmes and the controls that needed to be used in order to model and animate. One of the main problems I came across was the switch between using 3DS Max and Maya. Both of these software programmes use different controls and have different names for modifiers etc, this made it increasingly difficult week by week switching between the two programmes and trying to remember the controls for each programme.
Before we started into our assignment we began by creating a few simple models in both software programmes, this was to help us get a better understanding of the controls for each programme and how to model and animate in each software.
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Portfolio Maya:
This section of my portfolio includes the models and animations that were created in Maya.
Basic Controls & Key Commands
Below are a list of key commands that can be used in Maya. This will help to make the modelling and animation process slightly quicker.
C - Snap to curves
X - Snap to grids
V - Snap to points
J - Move, Rotate, Scale Tool Snapping
4 - Shading >wireframe
5 - Shaded Display
6 - Shaded and Textured display
7 - Lighting >Use all lights
1 - Low quality display setting
2 - Medium quality display setting
3 - High quality display setting
CTRL+H - Display >Hide >Hide Selection
CTRL+SHIFT+H - Display >Show > Show last hidden
ALT+ H - Display >Hide >Hide unselected Objects
Shift+L Show > Isolate select >View selected
W - Move tool
E - Rotate tool
R - Scale tool
T - show manipulator tool
Y - Select last used tool
J - Snap move, rotate, scale tool
S - Animate >set key
I - Insert Keys tool
These tools will help to make the modelling and animation process slightly quicker.
Bibliography
unknown (no date) 128 keyboard shortcuts for Autodesk maya. Available at: http://www.keyxl.com/aaab24a/249/Autodesk-Maya-keyboard-shortcuts.htm (Accessed: 19 January 2017).
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Modelling Architecture
This week we focuses on modelling simple shapes, this helps us to get used to the controls and how to model and also edit shapes. We learnt how to scale, move and rotate etc.
We began by adding a plane in the background, this is where we would place our reference image, this will help us get the layout of the structure and the necessary pieces that need to go into the model.
I began modelling by using cubes, I did this because the majority of the model I was trying to build featured cues. I had a few shapes and elements where I was able to >bevel and >extrude faces. This will help build the overall model.
This is just a simple model in order to get used to the software and the controls that are required to model the structures.
This is the simple architecture that I built, it helped me to get used to the controls and how to perform functions in Maya. Obviously in order to complete this model and make it realistic I would still need to add materials and textures, but I didn’t do this for this particular model because I just wanted to get used to the controls of Maya and the simple modelling process.
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Modelling Bouncing Balls
This was the first time we learnt how to animate using Maya.
To begin we modelled the balls that we would be animating. We then had to research how a ball actually looks when it is bouncing, the squashing and stretching techniques that are used.
When a ball hits off the ground the shape of it flattens, once it bounces back up off the ground then it stretches out, and again when it falls back down towards the ground. Although this process isn’t usually seen because the ball moves that quickly we cannot see the squashing and stretching happening.
This images is a screen shot of the animation I created of the balls bouncing. This clearly shows the squashing and stretching technique that is demonstrated when a ball bounces.
Different types/textures of balls will bounce in different ways.
A football will bouncing normally up and down with the height and pace getting gradually less.
A bowling ball will not have much bounce, it will bounce once then it is likely that it will just roll away. It isn’t a very elastic ball and therefore the bounce will be minimal.
A bouncy ball will continue to bounce for a longer time, this is because it is made from pure bouncing rubber. The height and force of this ball will not change very much with each bounce.
In order to animate the balls bouncing we must first set the key frame timeline to zero, this is the starting point of the animation. Once the timeline is set to zero we then need to ensure that the ball we are going to animate is set at the position we want it to be at during frame one, this is most likely going to be up in the air, we cannot animate a ball starting to bounce from the ground, a ball will be most likely dropped and then animated from this position like it is bouncing.
Once we have the ball in the air position that we want it to begin at we then need to key frame this, this will mean that it will remember that it needs to start off in this position.
After waiting a few frames we then need to key frame the ball on the ground, this will enable the ball to be animated as though it is falling. Once we are at this stage we must move down the key frame timeline again and re-animate the ball going up into the air, the ball will not reach the same height as it started at because it will lose some of its strength in the drop to the ground. This process should be repeated - gradually lowering the height of the ball until the ball would no longer bounce anymore.
In terms of the squashing and stretching, this is done by scaling the ball to be either squashed or stretched and then key framing it in the appropriate place.
(8) bouncing ball reference image
This diagram clearly shows how a ball squashes and stretched accordingly.
This is a good clear guide of how the ball should look as it hits the ground and also bounces back up off the ground.
Figures
(8) Help (2014) Add squash and stretch. Available at: https://knowledge.autodesk.com/support/3ds-max/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax-Tutorial/files/GUID-735A160C-160A-4EDF-999C-4F21CC4309A9-htm.html (Accessed: 19 January 2017).
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Modelling a Space scene
Using the skills we learnt from animating a bouncing ball system, this week we learnt how to animate a planet system.
We are going to show the planets orbiting the sun. In order to make the planets orbit the sun we must learn how to parent an object. We need to parent and child the object. The sun needs to be the parent and the planets need to be the child.
In order to parent and child objects we need to take a look at the hierarchy in the >outliner menu. In order to find this we go to >windows, >outliner, or go to >windows, >saved layout and then select the >persp/outliner.
In order to actually parent the object we must >middle click the object you want to be controlled and drag it onto the Parent object.
Once the objects are parented we must then orbit the planets, the planets furthest from the sun are those that will move the slowest in orbit. Therefore the planets closest to the sun will be the fastest in orbit around the sun.
This is a screenshot of my orbiting planet animation, the planets closest to the sun are the ones that will move the fastest so therefore they will orbit the sun more than once in the length of time the outer planets will orbit the sun.
This week I learnt how to parent an object to another, this will be useful if i need to parent objects during my final assignment piece.
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Animating a Walk Cycle
Today we learnt how to animate a walk cycle, we used a model that has already been rigged in order to do this. The task was just to get us used with how a walk cycle should look and how to animate and key frame this to look like an actual person walking.
In order to do this we began by moving the legs in a walking motion, when one leg went forward the other leg went backwards. This gave us the basic walking motion.
Once at this stage we then went on to animate the knees, everyone bends their knees when they walk, therefore we had to make sure we animated this.
The next step was animating the feet, your toes bend when you walk, in order to animate this we need to bend the toes at the correct point and then key frame this, once this is key framed it will change during the animation.
During a walk cycle there are so many elements to animate, therefore we used a guide in order to help us. We used a reference image to help us because it is important that a walk cycle looks realistic or it will take away from the whole model and animation.

(9) Walk cycle reference image
This images is the one I used as a guide it clearly shows the different movements that occur during a walk cycle. It demonstrates the movements in the arms and legs, the different positions that joints bend.
During a walk cycle it isn’t only the arms and legs that move, there are many other parts of the body that move. The neck, head, hips and wrists all move (even if it is only slightly). In order to get the best walk cycle possible we need to animate all these elements.
youtube
(10) Walk cycle video demo
This short video is a clear demonstration of the different elements of the body that move during a walk cycle. I used this video to help me understand which elements need to be animated and how each joint moves during a walk cycle.
These are two screenshots from my walk cycle animation. You can clearly see the movements in the different limbs and joints.
Figures
(9) Inspiration, D. (no date) 25 best walk cycle animation videos and keyframe illustrations. Available at: http://webneel.com/walk-cycle-animation (Accessed: 19 January 2017).
(10) endlessreference (2011) Animation reference - athletic male angry walk - slow motion half speed. Available at: https://www.youtube.com/watch?v=ZPI7_oVNB24 (Accessed: 19 January 2017).
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Assignment
After practicing using the two software programmes for a few weeks we were given out our assignments.
We need to put all the skills we have learnt over the weeks into action in order to create one larger final 3D animation.
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