Tuesday 1 May 2012

Evaluation


Once all the scenes had been completed and rendered, they were all put together using windows live movie maker. The background music was also added to the animation using windows live movie maker. The background music came from:

Shotgunguyy, 2010. Fallout 3 Music – Tension. [video online] Available at: <http://www.youtube.com/watch?v=PPSgv1sczKI> [Accessed 30 April 2012].

Overall I am quite pleased with the quality of my animation. With my work I have surprised myself by achieving a much higher standard than I originally believed I could when I initially started this module. But throughout this module it has been a steady learning curve. If I repeated this project there a number of things I would change, and there are a number of different techniques that I now know that I could use. For example if I had more time on this project I would add a lot more background scenery, for example models of trees swaying in the wind. Also I would have liked to have added more scenes to the animation making it a lot longer. Plus given more time to practise with 3ds max I would have liked to create and incorporate models of people within my animation. Finally I could also create and edit proper sound effects to go along with my animation, such as sound effects for the siege engine falling over and breaking in two.

Scene 5 creation


Scene five is the final scene of the animation. This scene was intended to be the climatic end to the battle where the siege engines finally reach the wall. This scene started with the basic stage that was used to create scenes 2, 3 and 4. Then I imported a model of the arrow and grouped it together. I then scaled up the arrow so it would look to scale next to the other models. Next I positioned the arrow in the air above the wall and rotated the arrow so it pointed downwards at an angle. Finally using arrays I copied the arrow a number of times.

Next I added the three models of the siege engines to the stage and grouped the bottom half and the top half of the siege engines. The siege engines were then individually animated moving up to the wall and then dropping their draw bridges. Then using key frames and auto key I animated the arrow firing downwards at the ground around the siege engines.

For the camera for this scene I used a target camera. I placed the camera and adjusted the stock lenses to fit all the siege engines and the background in the battle scene. This proved difficult to fit everything within the scene, without making everything look too small.

Once the camera was set up the lighting was added. A daylight system was added to the animation. The daylight system was angled with the direction and tilt to cast a realistic shadow for a scene set in the evening. This was consistent with all the other scenes. But with the daylight system I encountered a problem within this scene. The problem was that the arrows in the air were casting a shadow on the scene. After tweaking the positing of the daylight system I managed to overcome this problem. Once I was happy with the animation I created my finally uncompressed render of the scene in 1280 by 720. But after I had rendered the animation I notice that the wall slightly moved forwards. This meant that I needed to delete any key frames that I found for the wall and re-render my animation.

The images bellow show scene 4 of my animation:





Scene 4 creation

In order to create scene four, I used the same basic stage that was used to create scenes two and three. For this scene I only used one model of the siege engine and I grouped the whole model together, apart from the wheels that I kept separate. The wheels were kept separate in order to animate them spinning.

In order to animate the wheels spinning and the model moving, I selected all the wheels and the grouped siege engine and moved them together using auto key. Once the siege engine was moved forwards using auto key, I then focused on making the wheels spin. This was simply done by using auto key again and setting the frames to the end of the timeline. Next all I had to do was rotate the wheels a few times and then play the animation. After playing the animation I decided that the wheels needed to rotate a bit fast in order to look like they were keeping up with the animation and the movement of the siege engine. After playing back the animation a number of times and making alterations to the wheels spinning, I was happy that the wheels looked as if they were spinning at the correct speed.

Once I was happy with the animation of the wheels spinning, I then focused my attention on the camera. I started by drawing and positioning the line in which I wanted the camera to follow (parallel to the siege engine and the wheels spinning). Once I was happy with the positioning of the line, I drew the free camera and attached the line as its path constraint. I then played the animation through the view of the camera and decided I needed to make a number of changes to the animation. I started by adjusting the stock lens of the camera to get the correct view I wanted for the animation. I also rotated the camera a little to ensure the wheels were the main focal point of the scene.

The main problem I encountered with this scene was that the camera was initially a lot quicker that the siege engine. This meant that for a large portion of the animation the camera just pointed at the ground and not the wheels on the siege engine. After a lot of tweaking, I managed to get my siege engine and the camera both moving at the speeds I wanted them too. This then made the scene seem as if the siege engine was having a close race with the camera and in the process, showing that all the wheels were spinning on the siege engine and showing off the detail of the model.

Once the camera was set up the lighting was added. A daylight system was added to the animation. The daylight system was angled with the direction and tilt to cast a realistic shadow for a scene set in the evening. This was consistent with all the other scenes. Once I was happy with the animation I created my finally uncompressed render of the scene in 1280 by 720. But after I had rendered the animation I notice that there was nothing in the background of the image. In order to solve this problem I raised the grass in the far background. This then made the animation shows just grass in the background instead of nothing.

The images bellow show scene 4 of my animation:






Scene 3 creation

Scene three was one of my most complicated scenes. This scene animates one of the siege engines falling over and breaking apart. In order to create this scene I started with scene two and then edited the scene. I started by removing all but one of the models of the siege engines. Then I altered the grouping of the siege engine, making the top half and the bottom half group separately. This was to allow the siege engine to break in two when it falls over. Then I animated the siege engine moving forwards. This was done by selecting both the top and bottom segments and moving and rotating them together. The top half would then need slight alterations in order to keep it in the correct place in perspective with the bottom half of the siege engine.

I then frame by frame animated how I visualised the siege engine falling apart. This was a very time consuming process. This was because it was very hard to make the siege engine breaking apart look natural. One of the main problems was that certain stages of the siege engine breaking apart played too quick, and others played too slow. This meant that I had to move certain key frames, making each animation segment shorter or longer.

The next stage of the animation was to create the camera for the scene and delete the old camera that was still there from scene two. To start with I drew the line that I wanted the camera to follow, and moved and rotated it into place. Then I created a free camera and attached it on the line that had just been drawn. This was done using a path constraint. Once the camera had then been set up, with the correct stock lenses and pointed in the correct direction, I noticed that the background image was not large enough for the scene. This meant that the background image needed to be scaled up so it was taller. This did not cause too many problems with the quality of the image because I only wanted to show the sky in the background (which is predominantly blue, meaning I would not be distorting the shape of anything visible in the image).

Once the camera was set up the lighting was added. A daylight system was added to the animation. The daylight system was angled with the direction and tilt to cast a realistic shadow for a scene set in the evening. This was consistent with all the other scenes. Once the lighting was addend I watch the animation numerous times. I then made a number of slight tweaks to the animation to make the scene look more natural and fluent. This included alterations to how the siege engine broke apart and the speed in which the camera moved (in order to keep up with the siege engine falling). The final stage was to render the scene, play the animation and then edit the animation with a few tweaks to make the animation seem more realistic. Once I was happy with the animation I created my finally uncompressed render of the scene in 1280 by 720.

The images bellow show scene 3 of my animation:



Scene 2 creation

For scene two I used the generic stage that I created for all my animation scenes. When using this stage all I had to do was firstly place my models in the correct starting points. Once the models were in place I could begin animating them. When the models start to move over the hill, they did not need to follow the terrain of the hill exactly. This was because this part of the animation was not in view, due to the camera angle. But once the models reach the brow of the hill, they needed to follow and reactant to the terrain exactly. This meant that I had to move and rotate the models individually every few frames. I found this very difficult at first. This is because it was hard to make the models follow the incline of the slope and react to any bumps and dips.

Once the animation was completed the camera angles and lighting needed to be added. A daylight system was added to the animation. The daylight system was angled with the direction and tilt to cast a realistic shadow for a scene set in the evening. This was consistent with all the other scenes. For the camera angle, I placed a stationary camera pointed at the brow of the hill. For this camera I choose a stock lenses that could fit all of the siege engines and the background in the scene, but while not being too zoomed out, so that the siege engines appear tiny.

The images bellow show scene 2 of my animation:


Scene 1 creation

As the image below shows, scene 1 was created by using a plane with a grass texture applied. The plane was edited using soft selection in order to create a hill in the background and then two more instances of the plan were created and rotated to create the surrounding hills. Then to create the sky in the background, a large sphere was created with a suitable colour of blue being applied. Then force 2-sided was check in the rendering setting. This was so the colour would also appear inside the sphere instead of just outside the sphere.

Next the model of the siege engine was imported and place in the middle of the scene. A circle was then drawn around the siege engine. Then a target camera was placed in the scene with the focus being on the siege engine. Next I used path constraint to make the camera follow the circle. The camera would then pan around the siege engine. But initially the camera panned around too fast, so I increased the number of frames for the scene to 500.

Finally I added lighting to the animation. Because my animation is based outside, there would be no spotlights or any other types of lighting within my scene. This then meant that the only form of lighting that I used in all my animation scenes was a day light system. With the daylight system I angled the direction and tilt to cast a realistic shadow for a scene set in the evening.