Thursday, 8 September 2016

Anti-Gravity practice blog 3D Animation

Over the summer I was tasked to create basic objects that reflect a anti-gravity scene. This was to help me be more confident with my Maya skills and so that I had prior knowledge so that I could maximise the time I had in school. The start was sketchy to say the least as the computer I had wasn't the best but as I went around and finally managed to run the software I could start modelling simple assets that I could add gravity to. I made a Coca-Cola bottle that I tried to mess around with liquid particles with and I found out that this was a very difficult challenge to make all the particle become a liquid let alone float! so instead I added a top (lid) and just made the bottle itself defy gravity. The textures didn't carry across but the shape still remained the same and can be seen in the image on the side.

My box that held some bouncy balls in was an idea that I wanted to implement into my scene as I think it would really clearly show the different directions that gravity takes on each of the balls making it having a spreading slow motion 'explosion' effect. Although it is simple at the moment I think it will allow me to play around with the gravity even more, But I need to add textures and make them spin to make it more aesthetically pleasing as well as making more of them.

Another model I made was the Basketball hoop and ball. originally I had the ball fall through the hoop which I would want to happen at the start but I would then want the ball to float away as the 'shuttle' exits the atmosphere. I made the net dynamic but would have the back board stuck on the wall. however the net only seems to move once interacted with and so it doesn't look like its waving or flowing and so this is something I would need to work on to show the 0 gravity. This is what I gained the most feedback on and saw that the colours were relatable and the scene its self with the idea was original and interesting. However, I need to try and once again make the net move more freely, Add texture onto the ball rather than it being just orange.

Another asset I made was the metal chain which I wanted each link to have its own sense of gravity but before I even started this for some reason the links wouldn't all connect so what I am going to have to try is duplicating the first two and trying to assign each individual link its own gravitational field but still have the going in a general direction so that it floats away. I made the chain using a path I created and having two links at the start and then getting it to follow the SV curve but unfortunately it didn't go to plan and kept on bugging out and freezing.

My last model I created was a slinky as I think it would be really cool to see a slinky floating around however I stumbled across many problems. Firstly the object is a coil that is just heavily dense but is a solid shape as when I applied gravity the slinky fell and held its shape. This is not what I want as it wouldn't look realistic. To try an simulate this during the summer I made a stair set to try and make it fall down and bend but still couldn't get it to work. Additionally, due to its high polygon count I can see it being a problem in the near future but will just have to delete history and hope that it runs fine.

Unfortunately during the summer I was unable to get all of my objects into one scene which might have set me back and was one of my EBIs when I received feedback, but also because my computer cannot run Maya that well every time I added gravity and changed it to FX it would become really slow until the point when I pressed play and it would freeze the whole thing. I tried to counteract this by going round a friends but where the files couldn't fully save it wouldn't load them up but when they eventually did it showed up with just the model and was really slow. When I brought them into school I was able to see that as a matter of fact the gravity fields were there and I could alter them then but at home it just wouldn't show up or allow me to edit them further.

No comments:

Post a Comment