3D Animation (1): Basic Object Editing
Transcription
3D Animation (1): Basic Object Editing
2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 40 3D Animation (1): Basic Object Editing 1 Introduction to Anim8or It is a f r e e w a r e for making 3D models and animations. It can be downloaded from its website: http: //www.anim8or.com/download/ 2 Computer 3D model 3 2.1 Points and lines Face Rendered Computer 3D objects are composed of p o i n t s , l i n e s and f a c e s . 2.2 A 3D model becomes an image or animation after R e n d e r i n g . Create a simple object You can simply choose the object and drag it in the window. Sphere Cylinder Polygon C u b e Primitive Mesh Text Modifier 4 Model Mode Different view modes can show more details of the model. Wire frame mode 5 Flat shaded mode Smooth mode Tools Object Edit Toolbox: You have to s e l e c t an object first in order to edit. Object Edit Viewpoint Axis Point Edit 6 Select s i n g l e edit Move Drag to select g r o u p edit Rotate Scale Delete object: Press D e l e t e key 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 7 View 7.1 Choose View All and you can see four different views of an object. 7.2 You have to choose a view when you edit an object. Reset View: View Reset / Reset All 7.3 Viewpoint Move view Rotate view Zoom view Fit View 7.4 Fit all views Rotate viewpoint A green circle will appear to change the view. Mouse left button – Rotate view. Mouse right button – Move view. Mouse center button – Press and drag to Zoom in /out. Assignment Create a human model. There should be at least 2 sections for hands and legs. Save the model file Press File Save As Filename: 3*??a1.an8 Export model to JPG image Select the “Perspective View”, and use tool to set the view. Press Render Render to Image… In the “Frame Spec Editor” Set “Width” as 800 Set “Height” as 600 Set “Background” as White Press OK when finished. Choose Save on the left hand side. In the Image File Format Editor Set “Format” as “JPG”. Set “Quality” as 90. File: Q:\3*\3*??a1.jpg Page 41 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 42 3D Animation (2): More on Object Editing 1 Other basic shapes: 1.1 Select Build Primitive to select the shape. 1.2 Select Tetrahedron 2 Octahedron tool and drag the shape. Dodecahedron Icosahedrons Tr. Icosa. Gr. Dodeca Gr. St. Dodeca. Gr. Tr. Icosa. Primitive object editor (double click the object): Cube Sphere Cylinder Div Lon x Div Lat y Div Lat Div Lon z Diameter 3 4 Diameter Rotate 3.1 Set the angle of rotation: Edit Rotate Rotate X 90 / Rotate Y 90 / Rotate Z 90 3.2 Reset rotation: Edit Rotate Rotate None Reset the object location: Edit Locate Center About Origin 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 5 Page 43 Group 5.1 Objects can be grouped to move, scale and rotate. 5.2 Grouping objects: Build Group 5.3 Reset grouped objects: Build Ungroup Selection Scaling No grouping Grouping 6 7 More on selecting object 6.1 Use the r i g h t key of the mouse to select multiple objects. 6.2 Use the A L T key + right key of the mouse to cancel the selection. Assignment: Aircraft 7.1 The model needs not be in scale. 7.2 Model file: 3*??a2.an8 7.3 Image file: 3*??a2.jpg (Follow the steps in the previous chapter to output image.) Rotation 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 44 3D Animation (3): Mesh Object 1 Mesh Object 1.1 Basic objects can only change their own sizes. In order to modify an object freely, we need to use “Mesh Object”. 1.2 Converting Object to Mesh Object 1.2.1 Select an object, and then click Build Convert to Mesh 1.2.2 Note: A mesh object cannot return to its basic form! 1.3 Free Scale Freely change the width/height/depth of the object. 2 Point Edit 2.1 A mesh object can be changed by moving the points. First choose “Point Edit”. 2.2 Select W i r e f r a m e mode in all views. 2.3 There are three types of point edit: p o i n t , e d g e and f a c e 3 Edit by point(s) Select Single point Move Select by area Rotate Free Scale Scale Add Edge Texture We can choose whether we want to edit the points in the front or at the back of the object. 4 Front / Back Selection Decide whether you want to select the points in front of or at the back of the object. 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 5 Page 45 Edge Edit (line /side) 5.1 Select We can select a single edge or a group. 5.2 Cut Face 5.2.1 Use it to drag a line on a mesh. Points will be added along the line for further editing. 5.2.2 Note that cutting face only adds intersection points. It does not cut an object into two. 5.3 Fill Hole 5.3.1 Select edges that form a hole and select Edit Fill Hole. 5.4 Make a symmetric object. 5.4.1 Select a s i n g l e m e s h object. 5.4.2 Select build M i r r o r . 6 Assignment: Helmet Use “point edit” to make a helmet with at least 3 decorations on it. Model Filename: 3*??a3.an8 7 Follow the steps on page 39 to export image, and save it as 3*??a3.jpg 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 46 3D Animation (4): Material 1 Create a new material 1.1 Press and double click “New”. The “Material Editor” dialogue box will be shown up: 1.1.1 RGB color model: 1.1.1.1 It stands for r e d , g r e e n and blue 1.1.1.2 Values range from 0 to 2 5 5 1.1.2 Trans: 1.1.2.1 Object t r a n s p a r e n c y 1.1.2.2 Values range from 0 to 1 1.1.3 When it is finished, select an object and click “A p p l y ”. 2 Material attributes: Attributes Description Color of a material in a s h a d o w . Ambient Normally is the same as the d i f f u s e component. Example ☺Diffuse Normally the “color” of a material. Specular The s h i n i n e s s of the material. Usually set this color to w h i t e . The color will be the same as the diffuse color for m e t a l . It represents the l i g h t generated by a Emissive material. Rough The greater the value, the more s h i n y the surface is. Brilliance The appearance of the diffuse component. 3 Some material examples Material Sample Ambient Diffuse Specular Emissive Rough Brilliance Red Green Blue Copper 0.3 0.7 0.6 0 6 1.8 228 123 87 Rubber 0.3 0.7 0.0 0 0 1 3 139 251 Brass 0.3 0.7 0.7 0 8 2 228 187 34 Glass 0.3 0.7 0.7 0 32 1 199 227 208 Plastics 0.3 0.9 0.9 0 32 1 0 199 252 Pearl 1.5 -0.5 2.0 0 99 1 255 138 138 (More material examples: http://anim8ormaterials.bravehost.com/) 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 4 5 Texture 4.1 Press or Page 47 in d i f f u s e in the material editor 4.2 Press Load Texture to select the image file. 4.3 Choose the texture you want. Change the texture position 5.1 Select the object and press . The texture image will be projected on the object according to the selected view. 5.2 It can only apply to m e s h objects. 5.3 Moving and scaling of the texture 5.3.1 Mouse left key: Rotate 5.3.2 Mouse right key: Move 5.3.3 Mouse centre key: S c a l e 6 B u m p mapping 6.1 Bump mapping uses the b r i g h t n e s s of an image as the depth of the texture. 6.2 Bump mapping will only take effect after r e n d e r i n g . 6.3 Choose a mapping texture and press Texture, and the “Surface Texture Editor” will be shown: 7 6.4 Press … button in “Bumpmap” to select the same texture. 6.5 Input the percentage “%” for the degree of bump mapping. Assignment Choose one of the previous assignments and add material on it . Use at least 2 material examples provided. Set one texture. Model Filename: 3*??a4.an8 Render Image Filename: 3*??a4.jpg 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 48 3D Animation (5): Face Editing 1 2 3 Face Edit Mode 1.1 Select “Point Edit” 1.2 Select “Edit Face” 1.1 “Point Edit” Select multiple faces. Click the mouse right button to select/unselect faces. 1.2 “Edit Face” Tools Extrude face/ Extrude multiple faces Rotate face Scale face Add a peak face Add faced corners Insert tool Raise a bump face(s) Add the thickness of an object 4 Other face editing tools 4.1 Detach face from an object. Use 4.2 to add points Select the upper half Edit Detach Face Bridge 4.2.1 It connects 2 faces or makes a hole. 4.2.2 Select 2 faces and press EditBridge. 4.2.3 The number of p o i n t s of two faces must be equal. 4.2.4 If you select faces of an object on the opposite sides, it will create a h o l e . 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 5 Page 49 Subdivide 5.1 It can make the model in a soft form. ( Build Convert to Subdivided ) Warning!!! Too many subdivided objects will increase the p r o c e s s i n g t i m e . 6 Assignments: Palm or Flower Model: 3*??a5.an8 / Image 3*??a5.jpg Add a cube and use a knife tool to add points Use face extrude Move points to change the shape Bend the fingers Select a face to make Subdivided finger sections (Note: Make fingers one by one!) Select 5 Make a faces and cylinder use extrude Make the stem by Make the stem longer and bend it. (Refer to the dialogue box below) Create a cylinder by dragging the cylinder from bottom to top and set the cylinder according to the dialogue box on the right hand side. Petals Subdivided 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 50 3D Animation (6): Spline, Extrude and Modifier 1 Spline Spline is a l i n e . It is not a 3D object but it can help us to create 3D models. knot 1.1 Draw a spline: Press then add control points to draw a line. 1.2 Change the curvature: select a knot and drag the green line. 1.3 Knot editor (double click the knot): Smooth Corner 1.4 Close spline: press and double click the spline, then select “Closed”. 2 Lathe object (Build Lathe) Use this command to make an object by rotating a spline. e.g. spline rotates along the Y axis 3 Finished Product. Extrude object 3.1 Select a line tool, a polygon 3.2 3.3 3.4 Select Build Extrude Set the length / depth of the object. Set Segs (Segments) = 1 3.5 3.6 Cap: Select for the closed end. Axis: Select the direction of extrusion. or a text outline . 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 4 Modifier: Transform the object as modifier’s shape. There are 5 different types of transformation: Bend Curvature Skew Taper Twist 4.1 4.2 to drag a rectangle to enclose the target object. Use Modifier Selector: choose one of them and press OK. 4.3 Double click the modifier and set the value of the parameters in “Modifier Editor”. 4.4 Select both the target object and the modifier. 4.5 Select: Build Modifier Bind Modifier (Cancel: Build Modifier Unbind Modifier) 4.6 Confirm: Build Modifier Effect Modifier 4.7 Notice: 4.7.1 The modified object will become a m e s h object. 4.7.2 Modifier only affects the enclosed area of an object. 5 Page 51 Assignment: Vase 5.1 Create 3 vases by using lathe, extrude and modifier. 5.2 Model Filename: 3*??a6.an8 5.3 Image Filename: 3*??a6.jpg Project Assignment Title Characters Model (Use as many skills as possible) Requirement Use at least one skill in each chapter. Files: Model: 3*??ap.an8 Texture mapping files. Render 2 images (3*??ap1.jpg, 3*??ap2.jpg) in different views. Size: 8 0 0 × 6 0 0 Format: J P G 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 52 3D Animation (8): Figure 1 Anim8or consists of 4 modes: Object Build the basic object (Movable parts) Figure Join objects to form a figure Sequence Set the motion of a figure Scene 2 3 Setting figures, objects, camera and lights. Break a character into parts: A figure is a combination of o b j e c t s . Usually one object refers to one movable part. In Object Mode: 2.1 Select the part and copy it: ( EditCopy / Ctrl+C ) ( Object New ) ( EditPaste / Ctrl+V ) 2.2 2.3 Create a n e w object: Paste the parts in a new object: 2.4 2.5 2.6 2.7 Move the j o i n t to the center. Rename the object: ( Setting Object ) Repeat the above steps. Choose Mode Browser to view all objects. Build a figure 3.1 Select mode figure 3.2 Figure uses b o n e s to set the form. Objects are attached to the bones. 3.3 Bone Editor: First select the bone and choose the tools R o t a t e bone Set the bone l e n g t h A d d bone Display / Hide the bone Display / Hide the axis Display / Hide the objects 3.4 The steps of building a figure Select the bone in the centre : Drag the bone to add a new bone Rotate and set the length Create a new bone by choosing Finished! 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 4 Page 53 Attach the object to bones Select a bone 4.1 4.2 Select Build Add Object… Choose object Rotate and move the object to fit the figure. Resize the bone to fit the object. 4.3 TIPS!! 4.3.1 Set the arms or legs along the y -axis. 4.3.2 The joint should be placed in the c e n t e r . 4.4 Test your figure: 4.4.1 R o t a t e the bones to see whether the object follows. 4.4.2 Check the figure in different v i e w s . 5 Assignment: Create a figure which should include 5.1 at least 10 bones; and 5.2 at least 6 objects. 5.3 Save the file as: 3*??ap.an8 (Overwrite) 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 54 3D Animation (9): Sequence 1 Movable joint Not all the bones in the figure can make motion. It is necessary to set some of the bones movable. 2 Bone Editor 2.1 Double click a bone you want to move: Set the bone name X / Y / Z: Select the movable direction. Min: Minimum degree of movement. Max: Maximum degree of movement. No Limit: Move freely (recommended). 2.2 If a bone is set, a sector (or circle) will be shown when pressing . The bone can move along the sector. 2.3 Naming Figure It is easier to manage the figures in Anim8or. Press Setting Figure and input the name. 3 Sequence When the bones are set, the figure is ready to set motion. 3.1 3.2 Press Mode Sequence to enter “Sequence Mode”. Timeline There is a small timeline on the lower left hand side of the screen. Double click to edit the sequence: Name: Set the name of the sequence Press to select the figure. Frame: Set the total number of frame of the sequence. 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 3.3 Page 55 When it is set, the sequence name will be shown in the timeline. Press the + button and all the movable bones will be listed. 3.4 Drag this line to view more bones. Keyframe Set the motion in some frames (keyframes). Anim8or will make the motion. Frame 0 Frame 20 Frame 40 Frame 80 3.4.1 Keyframes are shown as dark spots in the timeline. 3.4.2 Different bones and different motions have their own timeline and keyframes. 3.5 Set the motion 3.5.1 Press the key button . 3.5.2 Select a bone to move . 3.5.3 Select a frame in timeline. 3.5.4 Move the bone by pressing . 3.5.5 Play the sequence. 4 5 More on sequence 4.1 Delete a sequence: Edit Delete sequence 4.2 Add another new sequence: Sequence New… Assignment Set the sequence by using the previous file: 3*??ap.an8 and save all your work in the same file. 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 56 3D Animation (10): More on Sequence 1 Use the mouse to control the sequence. Different colors refer to different axes. Z Z axis X axis X Y axis Axis Color of the axis 2 Mouse key View used X Green Left Left Y Blue Right Top Z Red Center Front Edit joint sequence in timeline. Double click a frame of a bone and input the value. Input value Delete the setting 3 Show /Hide the sequence Axis Object 4 Loop Playing Press Option Loop Sequence 5 Assignment: Render motion sequence 5.1 Select ModeScene Bone Sequences 5.2 5.3 5.4 Select Build Add Figure (Select the figure) Select Build Add Sequence (Select the sequence) Select View Perspective (SettingEnvironmentGround Grid: NO) 5.5 5.6 Select Render Render Movie input Q:\3*\3*??ap in File Press OK Select DivX… (or XviD…) in 壓縮程式 press OK Y 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 57 3D Animation (11): Scene 1 Introduction: 1.1 Besides making objects and figures, 3D animation consists of the following elements. 1.1.1 B a c k g r o u n d 1.1.2 L i g h t 1.1.3 C a m e r a 2 Scene Mode 2.1 Select Mode Scene 2.2 The screen layout is shown as follows. 2.3 3 Camera 3.1 3.2 4 There is g r o u n d g r i d in scene mode. Press to display / hide the camera and light. Camera can m o v e , r o t a t e and z o o m along timeline, and the c a m e r a v i e w will change too. Adding figure and sequence 4.1 Select Build Add Figure and select the figure. 4.2 Select Build Add Sequence and select the sequence Note: Select the f i r s t frame to add sequence. 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 5 Page 58 Controlling object movement We can move, rotate and scale the object or light. 6 5.1 Press 5.2 Use before setting animation . to move and rotate the object. Lights There is a default light in the scene, but you should add your own lights. 6.1 Add light Select Build Add Light, the “Light Editor” will be shown on the right: 6.1.1 Fixed Properties Type Infinite Local Spot Light changes on Sun Light Bulb Torch movement Light changes on rotation Shape Example Effect 7 Assignment: 7.1 Use the previous file (3*??ap.an8) and save all your work in the same file. 7.2 7.3 Add figure, sequence, motion and rotation. Add light effect. 7.4 Set camera motion. 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 3D Animation (12): Scene Editing 1 Delete object/figure/light: Edit Delete Element 2 Delete scene: Edit Delete Scene 3 Environment Setting 3.1 Press Setting Environment. 3.2 Background 3.2.1 Solid: Plain color 3.2.2 Image: Still image sticks with the camera view. 3.2.3 Panorama: Background moves on when camera is moving. 3.3 Ground Grid: 3.4 Fog Object fades out gradually when they are far from the camera. 3.4.1 Start: The distance where the fog starts. 3.4.2 End: The distance where the fog ends. 3.4.3 Max: The maximum degree of fog effect (NO 100%). 4 Shadow We have to activate the shadow effect in both l i g h t and o b j e c t . 4.1 Setting shadow effect in light 4.1.1 Double click the light source, and press Advanced: 4.1.2 Tick the option “Cast Shadow”. 4.2 Setting shadow effect in Object 4.2.1 Double click the object and tick the options: 4.2.1.1 Cast: Make shadow to others. 4.2.1.2 Receive: Other objects cast shadow on itself. 4.3 Shadow takes effect after r e n d e r i n g ! Page 59 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 5 Page 60 Path 5.1 When the object movement is set, press 5.2 Press to show the path of the object movement. to edit the path like position, direction and the curvature. 6 Orientation 6.1 Besides using the mouse, orientation (direction) can be set in these ways: 6.1.1 Parent: User defines it (press and use the mouse). 6.1.2 Path: Direction changes along the path. 6.1.3 Facing other (object): Input the object name in “Other”. 6.2 Note: set all the values to 0 0 0 in Orientation (PYR) when using “Path” or “Facing Other”. 7 6.3 This is also applicable in light and camera. 6.4 Delete all the orientation keys for that object in timeline. Assignment: 7.1 Use the previous file (3*??ap.an8) and save all your work in the same file. 7.2 Set the motion for figure(s), object(s), light(s) and camera. 7.3 Scene setting: Background, fog and shadow. 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 61 3D Animation (13): Import Model and Advanced Scene Setting 1 Creating a free form terrain: 1.1 In o b j e c t mode, make a new object (object new) 1.2 Create a cube and set the value as shown. 1.3 Convert it to Mesh Object: BuildConvert to Mesh 1.4 Delete the bottom part in Point Edit Mode. 1.5 Edit terrain shape: 1.5.1 Select p o i n t s in t o p view (do not select the f a c e s ). 1.5.2 Move the point(s) up and down in f r o n t / s i d e view. 1.5.3 Repeat the above steps. 1.5.4 When it is finished, press Build Convert to Subdivided to get a smooth terrain. 1.6 Terrain texture mapping 1.6.1 Find image using keyword: “T e x t u r e ” in search engine.(e.g.: grass texture) 1.6.2 Select top view 1.6.3 Use the c e n t e r key of the mouse to set the texture scale. 1.6.4 Bump mapping 1.6.4.1 In material editor, select “T e x t u r e ” 1.6.4.2 In the row “Bumpmap”: Set value = 100 and select the desire image. Edit (Wireframe view) Outcome (Smooth View) Subdivided 2012-2013 S3 CL / D&T Notes (W. L. Cheung) 2 3 Page 62 Import other models (P:\S3CL-DT\3D_Models_URL) 2.1 Besides using the self-made model, you can import other models. 2.2 Select: ObjectImport 2.3 Model file format: an8, 3 d s , l w o 2.4 Note that models usually include the mapping images. Other animation setting in Scene mode 3.1 Hiding Object 3.1.1 Double click the object and DO NOT tick the option “Visible” 3.1.2 It is an animation option, therefore objects can be shown or hidden at any time. 4 Field of View (Camera Z o o m ) 4.1 Double click the camera, and set the FOV value. 4.2 The higher the value is, the wider the field of view is. 4.3 The FOV value can also be changed in different time intervals. Field of View (FOV) = 20 5 Project Requirements. Criteria Score (%) Figure Setting 20 Sequence Setting 20 Camera Setting 15 Light Setting 15 Background and scene setting 10 Other objects (import, terrain…) 10 Extra skills (Self Learning) 10 Field of View (FOV) = 90 2012-2013 S3 CL / D&T Notes (W. L. Cheung) Page 63 3D Animation (14): Output Animation 1 Playback speed 1.1 The default playback speed (frame rate) in Anim8or is 24, therefore there are marks 00, 01, 02 in every 24 frames. 1.2 1.3 2 Note that the playback only takes effect in movie after r e n d e r i n g . In order to change the frame rate, select View Preference, and choose the desired frame rate, or you can type the frame rate in “Other”: Edit the length of the animation: 2.1 Double click timeline (or press Setting Scene ). 2.2 If the frame length in the scene is smaller than the sequence frame, some sequences will not be shown after rendering. 3 Output project 3.1 Save the file as 3*??ap.an8 3.2 Select View Camera 3.3 Press RenderRender Movie 3.4 Filename: Q:\3*\3*??ap.avi 3.5 Format: AVI 3.6 Width and Height: 400, 300 3.7 Press OK 3.8 Choose D i v x … or X v i D … in “壓縮程式” 3.9 Press 確定 to start rendering the movie.