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.