Wednesday 21 November 2012

Animation the blooded hand scene

As we had all the relevant components for the scene we decided to animate the end blooded hand scene first.

The first thing was to merge the environment with biped. I had to scale up the environment as it was too small. I tried to decrease the size of the biped and hands but it started to mess up and deform.

I added the telephone and typewriter to the desk as well.

I first of all added a camera to the head position of the biped. I could then move the camera and not need to move the biped as it was difficult to move unless I am used the footstep tools.

I animated the camera to make it look how we wanted. I had one viewport as camera one so I could keep track of how the animation looks. I moved the camera to move forward and focus on the document and then step back to look at the hands.

For the end of the scene I had to animate the movement of the hands. I used the autokey and moved the arms and hands up into position. To make it more life-like I moved the fingers very slightly to make them seem real.



Playing the scene back I was very pleased but it moved too fast. I extended the timeline to 400 frames and moved the key frames by 4 times the amount.

This was much better and was much more realistic.

Wednesday 14 November 2012

Creating the hands

I knew the hands in the animation will be one of the most challenging parts of the modelling and animation. But I wanted to attempt it because I wanted to broaden my skills from simpler objects and this would have to be the most realistic and complex I think I have attempted to date.

Modelling the Hand

I followed a step by step online tutorial, this helped me learn new tools and skills. These included:

  • The cut tool to add geometry
  • The cap tool to add an end to a hole
  • How to link a biped to selected body models
For ease, here is the tutorial I used to help me: http://athey.comyr.com/tutdump/hand/index.html

It allowed me to start with a box and, using reference planes, shape the box into a hand. The reference planes helped me guide the model to the correct size and depth.

I always used vertices to mould the hand as they gave the most freedom and accuracy. I started with the palm, working my way to thumb. After this I extruded the fingers by capping them and extruding them each.

I drew added geometry to the fingers and the hands by using the cut tool. This new geometry could be moulded to add more detail to the model.

Once I was happy with the shape I added a skin colour to make it realistic and easier to visualise the final outcome.

Making the Sleeve

The sleeves were made by using cylinders that were made more realistic by using soft selection and moving the edges and vertices.

I then inset the end polygon and extruded it out, inset again, then extruded inwards to make the inner sleeve of the arm.

I then placed the hand in the correct position to form an almost finished arm. I did not make them a group beacuse now the hand would be able to move separately.

I added a relevant material to to the sleeve.

Making them move

To make the hands move and animate I had to rig them to a biped. I have not had much experience working with bipeds so I was very cautious and saved my work more often than usual!

I placed the arm (hand and sleeve) at shoulder height of the biped. In figure mode I moved the arms of the biped so its arms were out wide. I then placed the bones inside the arm as best I could, moving the finger, hand and arm bones by using rotation, scale and move tools.

Once I was happy I added a a skin modifier separately to each sleeve and hand. I then had to add the relevant bones to each component. I had to make sure all the left hand bones were in the left hand and right bones in the right arm. This then made the model link with the movements on the biped and made it come alive!

Now I could move the biped and the arms and hands would do the same. When rendering I could hide the skeleton to conceal any sticking out bones.

Making the other characters

The animation consists of three peoples perspectives. For each of them I added a different material to the sleeves and a watch to the japanese character.

I really enjoyed creating the models but I found the animation and rigging more challenging. I wouldn't mind trying it again but I am pleased with the result of the arms I have now.

Friday 9 November 2012

Modelling the typewriter

To model the typewriter I had to start with making the accurate shape of it. I made a box and coverted it into an editable poly. I then was able to move the edges and polygons to get the appropriate shape.

I used the chamfer tool to round the edges and the boolean tool to indent the top of the typewriter where the mechanism is visible. To boolean, I shaped a box into the correct shape and placed it centrally in the top. I inserted it half way into the typewriter. Then used compound shapes > boolean and picking the shape as operand B, it made the hole.


I then made the base of the typewriter by using another box and moulding to the correct size and shape. I used the connect and extrude tool to create a space bar.


I next made the roller and the back board.

I made the roller by creating a editable cylinder and insetting the top and bottom. I then extruded and scaled them to make the handles.

The back board was simply a chamfered box with slight extrusion at the bottom to mark the ruler.


I then wanted to make a metal hook which it evident on the photograph of the Royal typewriter I am basing the model on. To make it I made a thin box, extruded it in several places and moved parts up accordingly. I then added a turbo smooth modifier.


Placing all these elements together I had the made the main body of the typewriter.
(As the animation will not show the typewriter from behind I did not worry about joining the roller to the base).


I then made the shown mechanism by simply flattenig a cone and placing it inside. I then made a small clip to hold it in by extruding from a box to make a elongated H shape.



I then placed them into the model where appropriate.

The next step were the letter keys. To make them I made a short cylinder, inset it and extruded inwards to create a button shape. I then added a long thin box as the key stick.

I could then add text to the button using the text tool, the same way I modelling the telephone.


I then shifted and dragged to create the entire keyboard. I had to change every letter on each key to correspond with the letters on the photograph of the typewriter.

I enlarged the shift keys as they are bigger and added 'SHIFT' to them instead of letters.


By slipping the keys into place I had successfully made the typewriter.


To make it more realistic I wanted to material. I gave the main body, roller and back board a dark grey colour.

I also wanted to give the hook, keys and highlights of the typewriter chrome elements. I thought this would make it look more impressive and realistic.

By using an online tutorial I made this by adding a raytrace element in the reflection material map. I then applied the material to the appropriate parts of the model.

The finished typewriter:


I am pleased with the result and am glad I have now learnt to use a chrome material.

Creating the typewriter

For the animation we need a form of communication that tells FDR about the attack on Pearl Harbor. It needs to be a visual representation so the audience can see what is going on. This means that a piece of paper should be recieved with the details on.

In the 1940s people people still commonly used telegrams. This was usually in the form of morse code. But wealthier people could hook up a typewriter or other device and recieve a physical message on paper.

This is what I am going to create as it was the most likely way of communication for messages such as these without face to face talking.

I am going to model this typewriter that is from the 1940s. It is a Royal typewriter made in New York. In the 1940s it would have been top of the range and therefore perfect for a president.

Wednesday 7 November 2012

Reactor Recap

This week I recapped how to use the reactor tool. I have had previous experience using the reactor so it was good to recap.

I firstly had a go at creating a rigid body collection of just 2 boxes. I placed one above the other and gave the top box some mass. When I previewed the animation the box dropped on to the other one. This application of gravity will be very useful in the Pearl Harbour animation.

The next step I made a rough bowling alley. I created a floor, pins and a ball. I also made a ramp for the ball to roll down.

By previewing the animation I could see the ball fall down the ramp and hit the pins. To make it hit harder I increased the mass of the ball and lowered the mass of the pins. I reduced the friction on the ramp and floor. I also decreased the collision tolerance so the shapes did not bounce apart.

To add even more movement I used the autokey at frame 3 and moved the ball downwards slightly. I turned off the autokey and under preview tab I changed the start frame to 1. This made the ball fly downwards with more motion, like someone is throwing it downwards. This created greater velocity.

I think the reactor tool is very useful and creates very life-like effects. I am confident with my knowledge of it and will attempt to use it in the work.