Picked up again on the Arnold tutorial, so far today has just been making two different styles of lighting for a face. One is butterfly, which involved one light above and in front of the person, one light below, a background light, and a light for the eyes
the second style was badger lighting, which involved two lights to the sides of the face and one below it. the side lights were angled slightly forwards
not sure why they look so dark here, they were brighter in Maya. May update the pictures later with better looking ones
Today we learned about variables, and to do so we made a simple calculator.
In the tutorial I learned more about making a console react to what I typed, and also learned how to limit what the console accepts. I learned more about how to use int and double values, and how to call on them, edit what they are in game, and make a result variable out of them. In the tutorial we made a multiplication calculator (left in the video) which multiplies two numbers. I then made a calculator for finding the average of 3 values based on the code from the multiplication calculator, which is almost entirely the same.
Today I made a simple game where you are insulted by a computer. I accidentally skipped the first tutorial but I already had everything installed so I was able to get everything done. I then went back and watched the first video. This is the game I ended up with:
For the most part I did not follow along with the video in Maya, since the files I loaded seemed to not be the same as those in the video, though I did learn about multiple aspects of lighting.
Some of the main things I learned about were setting up 3 point lighting, different ways of diffusing/aiming light through using geometry, editing the lights appearance, and adding filters onto the light
Today we worked on making buttons, and I learned both how to make a button and edit its text and how to make a script that actually causes the button to do something in the scene. Specifically we made it say something in the console, made it change text on the screen, and made it change the scene to a second one.
Today I mostly finished up the 12 principles project, I have not rendered it out yet but have a playblast for the solid drawing version of the main animation, along with a playblast of the straight ahead vs pose to pose animation I did.
This is a playblast of the actual animation I made for 10 of the 12 principles.
I added-
squash and stretch in the ball and in some of the characters movements
anticipation in the wind up and initial reaction to the ball hitting one characters face
follow through in many character movements, most notably the throwing characters hands keeping moving after the throw
arcs in the characters arms and legs
secondary action in the characters many limbs or upper bodies at times
timing with timing
exaggeration with the throwing characters movements
slow in and out with the gravity on the ball and phone, along with character movements
staging with the camera angle and the rule of threes
overlapping action with the upper body and limbs of the characters, specifically the upper body of the falling character when he initially falls
appeal with the characters now having basic designs that give them some sort of character
and solid drawing through adding wireframes (may make an actual drawing tomorrow instead)
For the final principle, being straight ahead and pose to pose animation, I figured I would demonstrate a single action with both by trying to make a loop-d-loop animation. In doing so I show a big reason why we don’t often use straight ahead animation with actions like this, or in 3D animation in general. The straight ahead ball ended up moving in a much weirder, less smooth, and more unpredictable way compared to pose to pose, which allowed me to set the start and end points then work in between.
worked on making a 2D game where a object could move around and collide with other objects without gravity being involved. Went pretty well, though I ran into a few bugs and other types of issues getting the files ready