https://www.youtube.com/watch?v=lmdiBuXtKpA&feature=youtu.be
This is the link to the final animation.
I also made a poster of my Mitsubishi Lancer Evo model.
Wednesday, May 7, 2014
Saturday, May 3, 2014
Pictures from the Animation Process
Some photos of the animation process. The oval shape around the car controls the whole car's location, which explains why it is highlighted when leaving the car garage. In the second picture, the car body is shifting to the right, as well as the front tires. The square shape hovering over the car controls the car's suspension, which allows it to bounce up and down as well as shift to the right or left. This becomes useful when the car has to make tight turns. The third and fourth pictures show the tire controls, and how they rotate throughout the animation. This was done by setting the rotation to a high number at the final keyframe in the animation.
Car Rigging Demonstration
This is the video I made which shows what each control does for my Mitsubishi Lancer Evo model. The way the controls were set up helped for the final animation. The car tires are rigged to bounce, spin, and make turns. The car body is rigged to bounce, and rotate to the left or right to simulate a turn. The front and back of the car body can also shift up and down.
Thursday, April 3, 2014
Sources for Camera Angles
https://www.youtube.com/watch?v=nfV87TgYH78
https://www.youtube.com/watch?v=HeveH4Vf1wg
https://www.youtube.com/watch?v=8k1DIrfNr48
https://www.youtube.com/watch?v=nfV87TgYH78
https://www.youtube.com/watch?v=9vACWV5sRcY
https://www.youtube.com/watch?v=CVaNBrYLvFg
Sean and I have been researching various car race scenes to gain knowledge on camera angles. We would like to emulate the pure thrill of driving fast as much as possible. To do this, we looked at other 3D animations, and various movie clips, most notably the Fast and Furious series. A common similarity each clip has is that the perspective changes rapidly around the cars. Most shots have both cars in the view. I plan to document which camera angles seem to be the most effective in each car racing scene and incorporate them into our own animation. One distinction our animation has is that it takes place in a city environment, so it will not be a straight forward race. There will be sharp turns and there could be obstacles as well. Some of the car chase scenes in cities have cameras that are further away from the cars to catch the surroundings as well. We would like to add slow motion and possibly blur effects in the animation, but that will be much later in the workflow. This list of urls will most likely be updated in the future.
https://www.youtube.com/watch?v=HeveH4Vf1wg
https://www.youtube.com/watch?v=8k1DIrfNr48
https://www.youtube.com/watch?v=nfV87TgYH78
https://www.youtube.com/watch?v=9vACWV5sRcY
https://www.youtube.com/watch?v=CVaNBrYLvFg
Sean and I have been researching various car race scenes to gain knowledge on camera angles. We would like to emulate the pure thrill of driving fast as much as possible. To do this, we looked at other 3D animations, and various movie clips, most notably the Fast and Furious series. A common similarity each clip has is that the perspective changes rapidly around the cars. Most shots have both cars in the view. I plan to document which camera angles seem to be the most effective in each car racing scene and incorporate them into our own animation. One distinction our animation has is that it takes place in a city environment, so it will not be a straight forward race. There will be sharp turns and there could be obstacles as well. Some of the car chase scenes in cities have cameras that are further away from the cars to catch the surroundings as well. We would like to add slow motion and possibly blur effects in the animation, but that will be much later in the workflow. This list of urls will most likely be updated in the future.
Updated Car model
I finished texturing and rigging my car. The tires are now capable of turning, rotating, and bouncing up and down along Y axis. The car body is also capable of bobbing up and down along the Y axis. This will help when we animate it going through tight turns in the city environment.
Thursday, March 20, 2014
Model update
I finished detailing some aspects of the Mitsubishi. The small openings in the front grill, the hood grill, and the mesh were added. It took me a lot longer than expected to clean up some parts of the car. Some parts still need to be put together to get rid of the holes in the model. As soon as it is done I will begin rigging it for animation.
Sunday, March 2, 2014
Fluid Effects
These clouds were made using fluid effects in Maya. I believe that they will look great in the environment we are creating. Each cloud is also animated to move across the x axis for every frame, although the render time is quite lengthy especially in high quality. I chose to set the clouds to billow, and was also experimenting with other settings such as shading textures, shadows, density, etc. Another layer was added to create an 'atmosphere', which is the bluish hue in the background. I will continue to work with this to see if I can make the clouds more aesthetic than they are now.
Thursday, February 20, 2014
Road
This is the road I have modeled so far. I made a CV curve then offset it. I was able to move the UVs to make the road uneven and add some curves. I then added a road texture to it. The texture still needs some improvement. We are planning to keep the whole animation in the city environment at this point.
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