CGS 3034 Lecture 2 Ball Bounce
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1 CGS 3034 Lecture 2 Ball Bounce Introduction to Computer Aided Animation Instructor: Brent Rossen
2 Ball Bounce Example 1 Setup a new project: BallBounce Use Default placement settings Exports to Image folder Setup a new scene: Ball_Bounce_Example The views Perspective Orthogonal Views Front Side Top
3 Get Started: Set Playback, Make Sphere Change playback to Real-Time Window > Settings / Preferences > Preferences Get Started Create > NURBS Primitive > Sphere
4 Polygons, NURBS, and Sub-d: Definitions NURBS: Non-Uniform Rational B-Spline What that means to you: a surface made up of splines, which uses control vertices as weights Resolution independent always smooth More Difficult to Texture Polygon: finite number of facets Quick to render Supports localized details Sub-d Surfaces: Hard creases and Smooth curves Resolution independent Add localized detail
5 Polygons, NURBS, and Sub-d: Terms Polygon and Sub-d Vertex: polygonal or sub-d control point Edge: sub-d and polygon connection line Face: Polygonal and sub-d surface NURBS Control Vertex: NURBS control point Hull: NURBS point connection Patch: NURBs surface
6 Attribute Editor, Tool Settings, Channel Box Attribute Editor: the most commonly changed attributes of the selected node Tool Settings: shows the options for the current tool in a window Channel: keyable attribute Channel Box: the list of the most commonly keyframed attributes
7 Keyframe the Bounce: Time-Value-Key Time: Frame 1 Value: Move Ball up Y to 6 Key: Keyframe Y ( s or RMB the channel name and key ) Time: Frame 12 Value: Move Ball back down Y to.5 Key: Keyframe Y Time: Frame 24 Value: Move Ball up Y to 6 Key: Keyframe Y
8 Animation Curves: Graph Editor Window > Animation Editors > Graph Editor F to frame attribute curve A to frame all curves Smooth the tops of the curves for bouncing ball: slow-in slow-out V the bottoms: fast-in fast-out Move Tool (w) > MMB to play with curve tangents or move keyframes
9 Animation Curves: Tangency Linear Tangency: equal amount of value change between any given frame and the next. No acceleration. Traditionally a series of evenly spaced drawings. Stiff mechanical motion. Spline Tangency: Ease-in and ease-out near the key frames (or slow-in/slow-out). Organic motion. Stepped Tangency: held constant until the step. Pop from one key to the next. Useful for blinking lights.
10 Animation Curves: Slow-out/Fastin/Fast-out/Slow-in Slow-in/Slow-out (spline variation): Gradual acceleration near keyframes. (Bell Curve). Cushions gently into position. Fast-in/Fast-out (spline variation): Rapid acceleration near keyframes. (Pointed Curve). Sharp bounce.
11 Animation Curves: Slow-out Fast-in Fastout Slow-in
12 Do The Scale Squish To animate the ball try scaling the sphere down in the Y direction and setting keyframe Run the animation, what s wrong with this? Undo the scale
13 Animate NURBS CV Deformation F8 to access Component Mode Control Vertices: weight on a NURBS surface S to keyframe all highlighted points Set the normal position keys before and after the ball will hit the ground Frames 11 and 13
14 Key the Impact Go to frame 12 - where the ball makes impact Deform the sphere appropriate to an elastic ball hitting the ground Bring bottom points up to ground Bring middle out Bring mid-bottom down and out Bring the top down a little Run the Animation. Is that better?
15 Setup for Rendering Three clappers Render Frame IPR (Interactive Photorealistic Rendering) Render Global Settings Set Render Options Set Frame/Animation Ext: name.#.ext Image Format: BMP Start Frame 1 End Frame 23 (for smooth loop) By Frame 1 By Frame 2-3 gives Stop Motion (may be useful if you re pressed for time or want that effect) Frame Padding 4 (for alphabetizing)
16 Render Global Settings Render Global Settings > Maya Software Tab > Quality > Intermediate Use the presets Raytracing Quality > Check (Use Defaults) Creates a reflection of the ball on the floor Must be turned off to use IPR Motion Blur > Check (3D) Gives the ball a smoother movement
17 Batch Rendering Make it so To Render: Space Bar Hot-box > Render > Batch Render To View fcheck it Start Menu > Run > fcheck File > Open Animation > Images Folder > First Image Scrub with LMB
18 Add Basic Material Window > Rendering Editors > Hypershade Double Click Material Sphere to See Attribute Editor Add Texture On Color Node
19 Material Types Lambert: dull or matte finish. No specular attributes. Blinn: metallic surfaces. Eccentricity value varies the size of highlights. Phong: shiny and plastic-like. Cosine power broadens or tightens the size of highlights. PhongE: Phong, but with more ability to create soft highlights. Anisotropic: directional highlights. Allows specifying of a directional highlight, such as brushed metal, hair, tightly woven fabric, vinyl records, etc.
20 Add a Floor with Material Create > Polygon Primitive > Plane Options Width: 20 Height: 20 Subdivisions Along Width: 6 Subdivisions Along Height: 6 Add Phong Material Set Color
21 Adding Lights 3 Point Lighting Key Light: over shoulder of camera -.8 intensity Rim Light: directly across from camera -.4 intensity Fill Light: generally lower than object -.2 intensity Create > Lights > Point Light Set Intensities in the light s Attribute Editor
22 Add Shadows Light Attribute Editor > Shadows > Use Depth Map Shadow Make Soft Shadows Dmap Resolution: 128 Filter Size: 3
23 You can keyframe nearly anything Keyframe the key light intensity: Time: Move to frame 1 Value: Set Light Intensity to 1 Key: RMB and Set Key on light intensity Time: Move to frame 12 Value: Set Light Intensity to.2 Key: RMB and Set Key on light intensity Time: Move to frame 24 Value: Set Light Intensity to 1 Key: RMB and Set Key on light intensity
24 Change Intensity in Graph Editor Try Linear, Spline, and Step Now delete the light intensity keys because it s annoying and may cause seizures in people with epilepsy Set the intensity appropriately (.8)
25 Done with the first example We now have 1 good bounce
26 Project 1 Due January 29 th If you have trouble Maya help files are friendly The Book knows many things! Google Knows All! Feel free to John, Jianwei, or Me Me: brossen@cise.ufl.edu Jianwei: jgao@cise.ufl.edu John: jpq@cise.ufl.edu We will have office hours starting next week If you lose a Window (It Happens ) Display > UI Elements
Turn your movie file into the homework folder on the server called Lights, Camera, Action.
CS32 W11 Homework 3: Due MONDAY, APRIL 18 Now let s put the ball in a world of your making and have some fun. Create a simple AND WE MEAN SIMPLE environment for one of your ball bounces. You will assign
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