Posts

Animation pipeline

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The Animation pipeline is a three step guide into the basics of making a 3D animated short. These stages are labeled The Pre-production stage, the Production stage, and the post production stage.The stage im most interested in is the production stage, because it involves the actual modeling involved in the 3D animation. heres a video explaining more about the process.  

soldier stop motion

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Roller coaster for robot

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grabbing armature

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node

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hand

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hammer time

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I used all kinds of camera views tome my video better. They allowed me to improve the quality, and make the project more interesting to view. in the end, I think the project came out well.

Story board

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review and proposals by Avian Berdecia

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for the project, I'm choosing the one with people going through a temple to find this hammer. It'll allow me to use plenty of examples of leading lines, repetition, and horizontal/vertical lines. It also won't take much time to animate, proving that it would effectively be the best one to use.

Avians animation thing about timing and spacing

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camera shots

Crane shot down: gives a feeling of falling into the characters world or being dropped into the scene. Crane shot up: gives a feeling on how small the character is or how large the object he or she overcame is. Crane high to low: makes the character look strong and imposing and creates fear. Gives a feeling of authority. Handheld camera: creates a feeling of uneasiness or danger. Quick pan: can change the emotional direction of a scene almost at once revealse something dangerous the character will have to overcome. Quick push in: creates a feeling of surprise or shock. Slow dolly in: creates tension, helps audience become more intimate with the character. Slow dolly out: leaves character looking emotionally lost/abandoned. Dolly across: reveals action/change of emotional direction in the scene. Glide cam: creates a ballet/dance feeling. Glide cam 360: gives a calm before the storm type feeling. Zolly: gives an overwhelming emotional, sort of out of body experienc...
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resolution jpeg

hard surface modeling

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hard surface modeling is used to create tough metallic surfaces on a 3D model

low poly cornucopia

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ant eye view establishing shot birds eye view extreme close up over the shoulder my biggest problems with this project was trying to set the texture to the floor but after looking through my notes again I was able to fix it up. I also tested out some other shaders such as toon and velvet to make the objects keep the same style.

my bust

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link to my scan

https://sketchfab.com/models/f44de26b2e984b3fa4845803cfb5cd9d

10 refs

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reference images

my donut scene

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Probably the most difficult part of making this project was keeping the frosting in the bowl but I maniged to look past that by smoothing out the icing to fit in the bowl
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My 3D printed lighthouse
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This is an example of a birds eye view, its plain to see the use of curved and vertical lines in the photo from the light itself to the shore of the cliff  This is an example of a close up shot, the use of verticle lines is evident in the photo.  This is an extreme closeup that focuses on the lamp, vertical lines are used in this photo as well. This is an example of a eye level, the photo focuses on vertical lines and rhythm. This is an example of a long shot, there are plenty of horizontal lines to focus on in this image. This is a medium shot, there are plenty of horizontal lines in this picture as well. This is an over the shoulder shot, this image shows both vertical lines and rhythm. . This is a perspective shot from inside the lighthouse, this image shows simplicity and patterns. This is an example of a worms eye, it uses leading lines to draw people in to the image.