Vehicle Project. Adam Beckett

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1 Vehicle Project Adam Beckett

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4 Development Drawings - 1st Set Side To p Front Back This is my first set of development drawings, which I kept very simple and without shading. I wanted my design to be a mix between the medieval era, fantasy theme and a steampunk look. I tried to make the measurements of this design vas accurate as possible.

5 Development Drawings - 2nd Set Side Front In this second set of designs refined the look of the medieval tank". I began by changing the look of the canon, so that it didn't just look like a block. Once I had finished that I added some shading to show dirt and shadows on the vehicle. Top Back

6 Development Drawings - Fineliner Side Front There isn t much to say about these that I haven t already said in the last set of development drawings. Top Back All I can say is that it makes everything stand out so you can clearly what each part of the vehicle is.

7 Development Drawings - Final Concept Weight - 5 tonnes Length - 5 meters Fuel - Fossil Fuels and Wood Width - 2 meters Height meters Weapon - Large Canon Materials - Iron, Wood, Gold

8 Clay Renders Front View Side View General View Top View Back View

9 Wireframe Renders Top View Front View General View Side View Back View

10 Textured Renders Front View Back View General View Side View Top View

11 3DS Max Vehicle Animation Render

12 Vehicle Animation Documentation - Part 1 My Vehicle animation is split up into three main parts, however, I have a secondary animation alongside the main canon animation. The main parts my animation is split up into is my canon raising up, then firing, then lowering and closing. All these animations have their own buttons when imported into unity. At the beginning of my development I didn t consider my vehicle having one compartment door that doesn t open it just slides across. Originally I was planning on having two doors that open up to show the canon rising,however, I went for a sliding door which allows you to the canon rising up clearly.

13 Vehicle Animation Documentation - Part 2 During the firing animation I wanted my canon to look like has fired a heavy round and has major recoil when firing. When it fires the cannon recoils in two parts with the smaller piece recoiling further back than the bigger piece. To recover from the recoil the bigger canon moves back into place slowly with the smaller piece moving shortly after. This goes off of the timing animation principle.

14 Vehicle Animation Documentation - Part 3 With the disengagement of the canon, the smaller cylinder slowly retreats within the bigger cylinder nice and snug. Once the smaller cylinder has retracted the main canon starts to lower slowly. I wanted the raising and lowering of the canon to be slow as it wouldn t be very fast if it was medieval as it s old technology. As it lowers I wanted a slight jolt so it makes it look like the technology is still not perfected.

15 12 Principles of Animation Pt1 Stretch and Squash The stretch and squash principle focuses on the speed, momentum and mass of an object or character. This could be used for an object or character this is falling and hitting the ground. You can also use this principle to make facial expressions look more exaggerated but realistic. When drawing stretch and squash details the proportions and volume must stay the same throughout. Anticipation The anticipation principle is used to prepare the audience for the next animation. It adds pauses to give breaks between frames and adds realism. For example when a character is preparing to jump as if they are gathering energy to jump. Jumping without bending your legs and preparing is unrealistic this principle adds in that realism. Staging Staging is positioning things in certain areas to capture the audience's attention to a certain point. This allows the audience to better take in what s going on. With staging the camera positioning is very important as it allows the audience to see what is important in the scene and what isn t.

16 12 Principles of Animation Pt2 Pose to Pose With the pose to pose principle you draw out the key frames first then go back and fill in the gaps with less important frames. Follow Through The follow through principle is where something still moves once the object has stopped moving, for example when a character stops suddenly after running and the hair swings for a short time after they had stopped moving. This principle helps to make an animation look more realistic and smooth. Slow in and Slow out The Slow in and Slow out principle adds life like motion and speed to a moving object. This add acceleration effects and motion onto a vehicle. For example a car takes time to speed up and slow down.

17 12 Principles of Animation Pt3 Arcs Secondary Action Timing Arcs are usually the most natural way for things to move from one position to another within nature. This is added to animations to make it look more fluent and natural. Secondary actions are the gestures that support the main action of the character. This add personality to a character e.g angry, embarrassed, shy. This makes your animation more realistic and interesting to watch. The timing principle allows you to see each action on its own with its own screen time.

18 12 Principles of Animation Pt4 Exaggeration The exaggeration principle makes the characters expressions more convincing and pleasing to look at. This principle makes the actions very over the top but it s so that you can tell exactly what is happening. Solid Drawing Solid Drawing is similar to the pose to pose principle however Solid Drawing uses vanishing points to make the character more realistic in perspective. Also the volume, height and width are very important as they are needed to stay in proportion to each other through each pose. Appeal The appeal principle makes a character more interesting and appealing to look at. This is created by using different shapes and proportions to make a character stand out.

19 Animations Demonstrating Principles Squeeze and Squash Anticipation Slow In and Slow Out

20 Animation Storyboard Pt1 To begin with the ball is sitting still on top of a ramp, shortly after it begins a hammer like feature swings and hits the ball down the ramp. The ball moves quickly down the ramp and hits a post at speed. The post falls onto a seesaw like structure, significantly weighing more than the block that is already on it. After the post falls onto one side of the seesaw like structure the block that was on the other side of it is flung to another part of the animation.

21 Animation Storyboard Pt2 The camera would be following the cube flying into this part of the animation, where the cube falls into a sort of funnel which compresses the sphere down, opening the hatch and allowing the ball to fall out. The ball rolls out of the hatch shortly after the cube goes it, which demonstrates timing and anticipation. The ball falls from a great height and hits the ground demonstrating the squeeze and squash principle. Once the ball has bounced off the ground it flies into a block that swings around and hits a T- shaped structure causing the bottom of it i to break off and descend. This is demonstrating timing and secondary action.

22 Animation Storyboard Pt3 The block from T like structure onto another seesaw like structure causing a ball to fling off. The camera will follow the ball after it s been flung. After the ball has been flung through the air it flies straight into a tube allowing it to be squashed into a cuboid shape. Shortly after, the cube comes out and slots into a holder perfectly.

23 3D Animation Video

24 Animation Evaluation - Part 1 At the beginning I tried to make it look like a swinging hammer was hitting the ball into a slow in and slow out motion. I reckon I did this well, however, the motion of the ball could ve been improved to make it go quicker down the ramp. In this stage I used a second camera to focus on the cube and follow it in its faced motion. I think this worked quite well as it was a smooth transition onto the next part of the animation. Next the camera switches into a more general view where you can see everything that is going on. As the cube enters the tunnel it pushes out the sphere and it drops demonstrating the squeeze and squash principle.

25 Animation Evaluation - Part 2 At this stage I wanted some anticipation within my animation, which I think was done well as you have to wait a second before the block falls onto the see saw. As the hammer hits the block I tried to make the other block look like it shakes before falling. It could ve been better as the block moves to the sides a bit too far. In this part of the animation, I tried to show the secondary action animation principle, with the ball being flung from the board and the block dropping into place. I think I demonstrated this principle well In this stage. Here the ball enters the shelled cube. Before-hand the ball showed some more squeeze and squash with the ball stretching as it s going through the air. However, at this part I struggled getting the motion path to look realistic and making sure it doesn t hit anything else on the way.

26 Animation Evaluation - Part 3 As the ball enters the shelled out cube, which acts like a tunnel, it starts molding into a cube. I say molding but in fact the ball switches out with a cube that is hidden behind the tunnel. I had issues with the motion path of the ball as it entered the tunnel as bugged out at the end. I fixed this by shortening the motion path. The tunnel starts to shake it turns the ball into a cube, which adds more realism to the animation. Once the cube comes out of the tunnel, I tried to make it look realistic when falling with sort of turning on the way out of the tunnel.

27 Keyframe and Motion Capture Keyframe animation is where the most important frames of an animation are drawn first, much like the start, middle and end. This allows the gaps to be filled in to complete the full animation. Keyframe animation is cheaper than Motion Capture as it s usually hand drawn. Motion Capture is where they capture an actors movement for animation, which is more fluent than Keyframe animation, however, it is more expensive and is usually used in CGI animation films. But with all technological advancements may become cheaper with all the CGI films.

28 Treasure Chest Animation Before we could start our actual vehicle animation we needed to practice using animations and particle systems within unity. The code allows me to open and close the chest with o and when it s open the particle system activates.

29 Particle Systems In the image on the left I have used 4 particle systems, one being the rain, which I tried to get a different texture for, however, it didn t turn out as well as I thought it would. The other particle systems are the dust cloud, splash effects and the water. I used the dust cloud particle system for the cloud as it gave off a better effect when I played it.

30 Test Track Screenshot This part of my test track is the firing range, which has barrels which you can shoot with the canon engaged. 2 - This is the part of my test track, where you must jump a gap using a boost,allowing you to gain speed to make it. 3 - This is just a little hill to change the terrain a little bit you need to use a boost to get over this, however, there is a trigger at the end that slows you. 4 - This is a roundabout to test the turning radius of the vehicle.

31 Animation Script and Controller This is a 3 stage animation sequence that I created that allows my canon to open,fire and close. This all happens when you press O 3 times. At first I had a simple animation, which allowed me to work with different key presses, however, this wasn t practical when driving the vehicle. Above is an image of animation controller that is linked up to the code. This shows that I have an open animation, which is linked to the fire animation and then close to open. I added a nothing bool at the start so the animation won t play at the beginning.

32 Particle Systems I added a little bit of code into my animation script, which allows my particle system to play once I press the O button to fire my canon. I added a second particle effect in, which is called particleeffect2 within the code. This particle effect plays during the firing sequence and after as a smoke effect from the chimney.

33 Camera Change Code This is the code for the camera change. This shows I have 2 cameras and that you can with between them using C. Camera 2 is a side view which you can use to look at the vehicle from a different angle when jumping over a gap.

34 Popup/Canvas Script This script allows canvases to pop up and close within my game, showing the controls for the vehicle. For them to open and close you need to go through some of the triggers, which are invisible within unity.

35 Car Controller This is the script that allows you to move the vehicle using WASD controls. Motor torque is the speed that the vehicle can get up to was moving forward using the W key, which is vertical in the code. Horizontal is the A and D keys, which allow you to turn left and right. Jump is the braking, which is activated using the spacebar.

36 Boost Code In this code you can see that it adds a boost feature to my vehicle, which makes the Max Motor Torque(speed) This allows my vehicle to speed up and jump a gap within my test track. I added a stopper, which slows down my vehicle after the boost has been used. This is an Image of the boost item, which has the Code attached.

37 Pop Ups On the left is a pop up that appears on your screen when you press play. This pop up tells you all the controls you need to know. On the right is a pop up that appears just before the big jump, which appears on the left hand side of the screen, which tells you about the boost.

38 Particle System Comparison I like my particle system on my vehicle but compared to a company with a higher budget and a triple star rating mine doesn t look that interesting or pleasing. In the explosion on the right it looks like they have used multiple particle systems for one explosion. To improve how mine looks I could have added multiple particle effects for one triggerable explosion. The lighting for this system is more realistic compared to the lighting that is within my practise track. However, the image on the left is an explosion once the weapon has shot, with this in mind I should have done this, however, in the time I had I didn t give it much thought.

39 Unity Video

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