Vehicle Project. Ethan Steele CGD

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1 Vehicle Project Ethan Steele CGD

2

3 Vehicle Sketches Side view Front view Top view Back view

4 Clay Renders Front view Back view Side view Top view General View

5 Wireframe Renders Front view Back view General View Side view Top view

6 Textured Renders Front view Back view General View Side view Top view

7 Vehicle UVW Renders Vehicle UVW Wheel UVW

8 Weapon animation

9 Vehicle Turnaround

10 Vehicle Animation Evaluation My vehicle animation is cut up into five sections: dooropen, turretup, turretshoot, turretdown and doorclose. The animations are played in that order each time the O button is pressed. (door opens, turret goes up, turret shoots, the turret goes down and then the doors close. In terms of weapon placement, I decided that putting the turret on the bonnet of my car would be the most appropriate place for the turret, with doors along the top to conceal the turret. For the animation to work, I had to make separate barrels that retract and come out as the turret shoots, in order to give the effect that the gun is shooting. For the dooropen portion of the animation, I made the doors open in unison, in a mechanical fashion, in order to give the effect that it s a fully functioning car, so I rotated the doors by the same angle at the same time.

11 12 Principles of Animation This effect gives animation an elastic life-like quality because it imitates real life but also adds a comical effect to the animation. Anticipation is the preparation for the main action. The main action is followed by the follow-through of the secondary action. In animation, staging effectively acts like composition in traditional art, it is used to accompany motion in that it directs the viewer as to where to look. Effective staging places the subject of the shot at the centre in order to convey to the viewer that it is the focus of the shot.

12 12 Principles of Animation [2] In straight ahead, drawings are done chronologically from the first frame and in pose to pose, the main poses are done first and then filled in The top of a subject follows through with the main action but has a secondary action that overlaps at the same time. The animations starts slow, gets faster then goes slower. This is done to make the animation to seem more realistic.

13 12 Principles of Animation [3] Animation moves in an arc, giving it a more realistic and versatile look. A second action that compliments the primary action, done in order to make the animation look more fluid and more realistic. Timing is used to make the animation seem more smooth and less jittery. The standard frames per second is 24.

14 12 Principles of Animation [4] Exaggeration is used to make the movements of a subject seem more comical and to communicate better with the audience by exaggerating their movements or emotions. Animated subjects should consist of solid objects like cubes and spheres in order to retain the proportion of the subject. This is how the subject looks and moves - a lot of detail in the movement characterises the subject and can make it look more comical.

15 2D Animation Videos Slow in, slow out Squash and Squeeze Follow through h?v=8dyced3ttme h?v=sngy1o8eew4 h?v=w6zkz9wii3g

16 Animation Storyboard.

17 Animation Storyboard. [2]

18 Animation Storyboard. [3]

19 Final Animation.

20 Animation evaluation. My final animation is made up of 500 frames and is 33 seconds long and consists of multiple different objects. At the beginning, the camera follows a ball as it rolls down a ramp and hits a block that rotates counterclockwise, hitting another block and causing a different ball to roll down. The camera continues to follow this second ball which hits a much larger ball. From here, the larger ball hits a block attached to a string that hits a domino that tips over and hits a low, see-saw-esque block, causing it to tip upwards into another, causing a chain reaction, leading to a ball rolling along the base and stopping in the centre of the frame. If I were to do this again, I would include different cameras as, even though my single camera isn t static - it zooms out and speeds up, I feel as if this makes it more simplistic and that adding multiple cameras with different angles would solve this issue. Another thing that I would change if I were to do this again is adding dynamic lighting as I feel that this would make it seem a lot more dynamic and less flat. My final issue with how my animation came out is how it was rendered. The rendered animation came out blurred and low-quality, this is due to the window height and width settings in the render tab. Next time I will increase the size of these values.

21 PO1 M1 Motion Capture vs Keyframe Animation Keyframe animation is an animation technique where the main poses are drawn first and then the in-between frames are then filled in (tweened) in order to complete the animation. Motion capture is an animation technique where an actor wears a skin-tight suit with visual markers placed on specific body parts whose movements are then tracked by a computer and formatted onto a 3D model. Keyframed animation is best-suited for non-realistic animations because it allows for the 12 principles of animation (eg squash and stretch) to be implemented, giving it the more animated look that traditional animation has. On top of this, keyframe animation is cheaper than motion capture, meaning that it s more prof This, however, means that it is not well suited for animating realistically proportioned subjects. A diagram demonstrating keyframe technique Motion capture, however, provides more realistic animation due to the fact that it tracks the real-life movements of a subject, meaning that its movements are more realistic. Motion capture, however, has its drawbacks in the sense that its realism sacrifices the more comical elements of keyframed animation due to the fact that it cannot apply the 12 principles of animation. On top of this, motion capture technology is currently much more expensive than traditional animation. Actor Andy Serkis in a motion capture suit on the set of Lord Of The Rings

22 Chest animation + particle effects Before animating the vehicle, we practiced by animating a chest that opens and closes. This chest opens and closes by pressing the O key. Inside the chest is a particle effect that turns on and off depending on whether the chest is open or not.

23 Test track screenshots

24 Vehicle animation script This script triggers an animation based on how many times O has been pressed, acting in a cycle, starting with the idle, going into the dooropen then turretup, turretfire, turretdown and then doorclose animations. This script also handles the muzzle flash particle effect, which triggers on and off depending on whether the turret is shooting or not.

25 Camera script When the C button is pressed, the camera view is cycled between a forwards and reverse camera. When the ramp trigger is hit, the camera changes to a cinematic shot of the car going over the ramp.

26 Boost script When the boost trigger is hit, the car s torque increases to 2,000,000 and speeds up the vehicle

27 Menu script. This script activates a menu showing the player controls on startup and closes it when a trigger is hit. Then, when another trigger is hit, a menu describing how the boost function works pops up.

28 Particle effect script This script triggers the afterburner particle effect when the boost is active This script triggers the muzzle flash effect when the turret is firing

29 Vehicle particle effects On my vehicle there are 2 different particle effects: a glowing effect on the wheels that activate when the boost is activated and muzzle flash effects on the turret that activate when the fire animation is happening.

30 Vehicle showcase video

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