cgs 3034 – lecture 3 car crash - university of florida 3... · cgs 3034 – lecture 3 car crash...
TRANSCRIPT
Overview
Virtual Dub for RenderingObject vs. World Coordinate SystemsCenter PivotTire Problem - Rotate in 2 axis problemTire Problem Solution - Animation HierarchyToy Car Modeling - Hierarchy OrganizationToy Car AnimationCamera and AimCamera AnimationRendering Differences – Toy Car Animations
Virtual Dub
http://www.virtualdub.org/Open Source, Fast, and SimpleRender your animation to .bmpOpen the animation (images folder) with virtual dubChange Video > Compression… to XVidSave As AVI…
Object vs. World
Object Coordinates: the coordinate system according to the objectWorld Coordinates: the coordinate system according to the world
Centering The Pivot Point
Modify > Center Pivot Symmetrical Objects Only
Hit Insert to modify pivot point by hand
Tire Problem – The Wobbles
Try ThisCreate > Nurbs Primitive > Torus Options
Orient Towards Z Axis, CreateKeyframe: Time-Value-Key
Frame:1 - Rotate Z:0 - KeyFrame:24 - Rotate Z:720 - KeyFrame:1 – Translate X,Y:0,0 – KeyFrame:24 – Translate X,Y: 5,5 – KeyRotate Y:45
What’s wrong? It does the wobble-spin and it makes the animator cry.
Tire Problem – Solution: Animation Hierarchies
Edit > Group your wheel twiceWindow > Outliner
Let’s you view your group hierarchyShift-click the + to open the whole hierarchy
Rename your original wheel, “wheelSpinZ”Rename the group above the wheel, “wheelRotateY”Rename the group above “wheelRotateY” to “wheelTranslateXZ”
Tire Problem Solution – Reanimate
Window > Animation Editors > Graph EditorExcept the Z rotations, get rid of all the keyframes on wheelSpinZ from before the grouping Select wheelRotateY, go to the Attribute Editor, rotate Y: 45 degreesSelect wheelTranslateXZ:
Frame:1 – Translate X,Z: 0,0 – Key XZFrame:24 – Translate X,Z: 5,5 – Key XZ
Rejoice! Now it animates properly.
Gimbal Lock
Gimbal Lock: When one rotational axis is placed on top of anotherThis would make 2 axes lead to the same result when animatedAdd extra nodes then do each axis of rotation separately, this avoids Gimbal Lock
Toy Car – Create Cab
CabCreate > Polygon Primitive > Cube optionsSubdivisions along width, height, and depth = 3F8 to component mode, deform as appropriatePolygons > SmoothSimilar for body
Note: 4 subdivisions along widthNURBS Torus for WheelsNURBS Cylinder for Axels
Toy Car – Grouping
Car HierarchyGroup Front Tires with Front AxelGroup Rear Tires with Rear AxelSelect Cab, Body, “frontTireGroup”, and “rearTireGroup”
Group them all together rename “ToyCar”Children move with the parent, but not the other way around
Group: CTRL – g OR Edit > Group
Toy Car – Animation Notes
Window > OutlinerSelect “ToyCar” groupSet all car movements on group “ToyCar”Set wheel rotation on each tireGroupseparately
Be sure the pivot points are centered on these groups
Adjust animation curves in Graph Editor for each group
Camera Animation
Camera TypesCamera – difficult to controlCamera and Aim – Just rightCamera, Aim, and Up – can cause motion sickness
Create > Cameras > Camera and AimHotkey t (Show Manipulator Tool) will let you change the Camera Node and Aim Node Separately
Camera Animation - Snapping
Snap Aim to ObjectSelect Car Body – Make Live ButtonOR Modify > Make Live
Select Camera – Press tMove Aim Node – it will snap to car body
Move aim node and keyframe translation attributes at each frame you want the camera centered on the objectRemove Make Live from Car Body
Camera Animation – Target Grouping
The other option is to make the “ToyCar”object the parent of the TargetThat way all translations applied to the “ToyCar” group will also be applied to the targetCreates perfect tracking, which you might not want for camera realism
Rendering – Normal, Blur, Raytracing
If your render time is too large, take out blur and raytracing, they aren’t that critical for these first projectsExamples to follow: