Monday, 1 February 2016

Mechanical Marvel - Evaluation (Animation)


Mechanical Marvel - Evaluation (Animation)

The theme of this was mechanical marvel. My ideas for the animation itself shifted from a linear side-to-side motion of the upper body to a full rotation of the upper body as the final.

For the animation I found next to no research other than a 1970's introduction to animation video and some fully rendered models that Chris had shown us during our tutorial periods each week. Also, a little research sheet explaining the history of 3D model animation. 

The only research I found useful for us were Chris' tutorials and his fully rendered animations. Reason being is because Chris walked us through key framing, rigging and rendering step by step. So this personally was the only research I found useful in terms of animation.

I realised how bland and boring my original idea for an animation was going  to be (side-to-side rotation) so learning what I did from my research I knew I could do better, hence the shift to a full 360 degree rotation on my model. That is how my research affected my design.

My skill development was completely shown in this since I never knew how to model, animate of render prior to this project. This project was my first introduction to model animation in Maya. So, as you could imagine I was shown a completely new light in terms of skill development.

For this, no artists, movements or cultures apart from the digital art culture inspired me for this.

Materials were limited to the Maya software as well as a mouse and keyboard for this. As for why I used these, I wouldn't have been able to model at all without this software.

I employed a completely new skill set with this section. As mentioned, I never knew how to model, animate and render before this. So I employed a whole new set of techniques such as grouping, setting pivot points, creating an ambient occlusive light room, rendering and of course animating.

They influenced anything and everything about my design. Without any of these skills I couldn't have completed anything. I wouldn't have been able to animate, model, group or render.

The only thing I changed throughout this process was the actual animation itself. I had an idea of a linear side-to-side animation but knew that was too basic and I could achieve better with Chris' help so with Chris' help and some personal learning I changed that to something much, much better.

There is no research I would have investigated further.

The formal elements of art I used in the animation process were the same elements I used with both my 2D & 3D art pieces. Since I wanted to achieve one and only one final outcome, this didn't change.

The meanings and deliberate use of formal elements in art again all remained the same as my previous 2D & 3D pieces of work. I did not change anything about this at all. I had one goal and one outcome and feel with my use of 2D and 3D contextual art skills, I met this outcome.

I am happy with my final piece, yes. The part at the end of this whole process would definitely be the animation itself. Visually I have never been more pleased with a piece of work. The ambient lighting worked beyond well with the model itself and I am very happy with it.

There is nothing I would change, no.





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