Thursday, September 23, 2010

The Arts of Computer animation Quiz



Results for A Quiz in 3D...The Art of Computer Animation

1. The process of building an object on the computer within 3D space is most often called what?

Your Answer: Modeling Believe it or not, the process is most often called "modeling." Basically it involves taking four point polygons within the software and combining them and moving points to shape the intended object. It is a fun, but time consuming process, as the only shapes within the program to use aside from polygons are basic objects such as circles, cylinders and cubes called primitives.

I don't know where the name came from, but it is funny to think that I tell people I model professionally from time to time.


65% of players have answered correctly.

2. Once the character or object is built in the program, what is the process called of adding color, reflection, transparency, translucency and roughness?

Your Answer: Texturing Texturing is an art all of its own. It takes a great amount of time to tweak a texture. The basic texture usually includes a channel for luminosity, diffusion, color, specularity, glossiness, reflection, transparency, translucency, refraction, bump and smoothing.

In a nutshell, luminosity and diffusion control how much light is absorbed by a texture. Color defines the basic color of the texture. Specularity, glossiness and reflection comprise the three aspects of reflection. Specularity controls how the light is spilled over the surface of the object. Glossiness controls how glossy a texture looks. And reflection defines how much actual reflection you will see in an object. Transparency defines how much you can see through the object. Translucency controls how the light is absorbed through an object. Refraction is how the light bends through a transparent object (think of looking through the bottom of a glass, how everything distorts.). The bump channel defines how course a texture is and smoothing refers to how smooth the texture is.



71% of players have answered correctly.

3. Basic shapes, such as cubes, cylinders and circles that are used to build an object are called what?

Your Answer: Primitives Most modeling uses polygons added together and molded, but you will often need a standard shape to add to an object. These standard shapes are called primitives. Every piece of software has a similar set of primitives, but includes others. A sample standard set from Lightwave 3D, my software of choice, includes a box, a ball, a disc, a cone, and a capsule. There is a drop down list of an additional fifteen or so primitives.


69% of players have answered correctly.

4. To create real world reflections in most software packages, the "reflection" is actually made up of three parts. Can you guess which of the following is not part of the reflection channel?

Your Answer: Transparency The transparency channel controls how see through an object's texture is. Specularity controls how the light is spilled over the surface of the object. Glossiness controls how glossy a texture looks. And reflection defines how much actual reflection you will see in an object - think of a mirror as a 100% reflection value and go down from there for your reflection. A new car may have a reflection of 60%, while a piece of hard wood flooring may have a 2% reflection.

29% of players have answered correctly.

5. Unlike traditional animation, in the world of 3D, the computer interpolates the movement between poses rather than having an artist manually animate each and every frame. What are these key poses called?

Your Answer: Key Frames Depending on the animation requirement's of the object and the desired result of the artist, there can any number of key frames. In my own experience, I've had roughly two key frames per second per limb of a character walking and I've also done facial animations that required a new key frame every two to three frames to match the phonetic syllables of human speech.

The beautiful thing of 3D in the computer is the interpolation between the frames. Rather than animating every frame like in 2D work, I can set a pose at frame one, and set another at frame 14 and the computer calculates the motion between the two key frames...thus saving me from manually animating the twelve in between frames.


62% of players have answered correctly.

6. Light in the real world continually bounces off of objects to illuminate an area. In the 3D software, this real world light simulation is extremely render intensive on the computer, but produces beautiful results. Can you guess what most software dubs this simulation?

Your Answer: Radiosity Radiosity is the calculated bouncing of light within a space to light a scene in the computer. The results are beautiful, giving a truer sense of realism to the artificially created objects. The only drawback is the render time is usually multiplied by ten or so.

Pixar, in my opinion, is the king of using radiosity. When I first watched "Ratatouille" I was blown away by the lighting, it was so dramatic and realistic. Pixar later released a technical paper citing how they lit the scenes and how radiosity played such a large part to create the tone of the film.


57% of players have answered correctly.

7. When building an object in 3D space, it is a wise idea to build it to the scale of its real world counterpart.

Your Answer: false The correct answer was True
This is important for two reasons.

Number one is the relative scale between two objects. If you animate a camera move by two objects of different size and they are not built to scale, or at least to the scale of each other, you will lose the sense of spacial orientation and thus lose the realism of the shot.

Number two is the integration of computer generated objects into a live action scene. I watched "Pearl Harbor" recently and I will use it as my example. If the Japanese Cg airplanes were not built to scale in the computer, they would look like they were flying faster than they should be in real life. Most of the audience would think that something was "off" in the scene, but they weren't quite sure what it was. If the audience questions what they are looking at, they leave the world created in the film and thus lose some of the emotional impact the film is going for.


55% of players have answered correctly.

8. Everything in a 3D scene has to be either manually animated or calculated by the computer, as nothing is preset in the software. What is the calculation called to recreate real world effects such as gravity, wind, liquids and collisions?

Your Answer: Dynamics Dynamics are used to create wind, liquids, smoke, gravity and collisions- most anything that would be too tedious to manually animate.

A practical example of dynamics would be as follows. Modeling a shattered wall, as if an explosion went off. Then adding a collision object and animating it through the pre-cut wall. You would then apply a hard dynamic to the wall to react to the collision. Gravity would be applied to the scene, which if you remember the numerical value of gravity from Physics class: -9.8 m/s^2. Then you add a ground dynamic plane to keep the wall and all of its shattered parts from falling into oblivion as per the effects of gravity. Once you apply all of these dynamics and tweak a few parameters under each tab, you calculate the interaction and view the results.


46% of players have answered correctly.

9. A collection of computers linked together to render different frames of a single animation are referred to as what?

Your Answer: Render Command Module The correct answer was Render Farm
A render farm is a series of computers linked together via a network, each capable of rendering a single frame of the animation. Once each computer finishes a frame, it grabs the next available frame to be rendered and begins until all of the frames have been rendered. Most 3D animation packages have built in software that controls the other computers. The process is usually called "network rendering" within the software.

46% of players have answered correctly.

10. Every studio has their choice of 3D software to use. None is really better than the other, it really boils down to the artist and the studio's preference. My software of choice is Lightwave 3D. Can you guess which 2006 film about the battle of Thermopylae used Lightwave 3D as the primary choice for the visual effects software?

Your Answer: Shrek the Third The correct answer was 300
Screaming Death Monkey and Pixel Magic, two of the effects companies used for the visual effects in "300" used Lightwave 3D for the effects. They did a production profile with Newtek, the makers of Lightwave 3D, about how Lightwave was used in the production pipeline of "300."

If you are interested in behind the scenes features, it is available at www.youtube.com/watch?v=B0stRHsw5YE



55% of players have answered correctly.

Animation notes.

Tuesday, September 21, 2010

journal

Today i finished uploading my video to my blog and began to practice using live type.
This is my World Cup South Africa commercial. I got pictures from the 2010 world cup from Google and used the for my commercial. I created the music myself on Garage band.

Wednesday, September 15, 2010

Journal Sept15/10

Today i finished my Lamborghini car shine. Mr. D helped me finish using the motion tween to get the shine effect on the car. I also learned how to set up the layers you need. There are 3 layers you need to use for this project those are: Car,Glint and Shine.

Moving Name

This is one of the first things we learned to do this semester it was to be able to move the objects inside using motions tween. I used my name for example.


This my my Lamborghini finished with the shine. It took a couple of days to get all the steps down right but it eventually came together. Mr.D showed us how to use all the differnt tools to make this project work. One of the most important tools was the Pen tool which we used to classify where the shine would be.

Tuesday, September 14, 2010

Cmputer saftey and Ergonmics notes.

The science that seeks to adapt work or working conditions to suit worker
• Repetitive movements and sitting at a workstation for extended periods of time can
result in injuries in the form of :
• Pain, tingling, numbness of the hands, headaches, neck pain
• Soreness in legs, arms and back
• Eyestrain, carpel tunnel syndrome
• These are all considered to be Repetitive Strain injuries
The Chair
• Backrest of chair should have a snug fit against your back
• You should be level with the monitor when seated upright in your chair
The Display
• The recomended veiwing distance is to have your face about one arm lengths away from
the monitor.
• If glare is a problem, position the screen at right angles to the light source
• Do not face a window
• Keep the screen clean
• Adjust the brightness and contrast controls
• Reflections can be eliminated by tilting the screen
The Keyboard
• With computer keyboards, all you need is a light touch while typing
• Typing too hard is bad for your joints and is also bad for the keyboard
• Your wrists should be as straight as possible and your arms should be parallel to the floor
Breaks
• Break up your computer tasks by getting up every once in a while to stretch or walk around
• A good rule of thumb is to only be in front of the computer for 50 minutes of every hour
Computer Lab Safety
• Make sure that all wiring and cables do not obstruct areas where people will be walking
• Be very careful that you don't get an electric shock when plugging and unplugging cables
• Food and beverages can damage the equipment in the lab therefore no food or beverages
around the computers
• No horseplay in the computer lab
• The “One Finger Rule”: If it takes more than one finger of pressure, it is too much and is
considered forcing the object
• Cables are to be taped down to the floor
• Cables are to be coiled when not in use
• Lighting – never touch the light bulbs on studio lamps
Date: _________________________________ Full Name: ________________________________
____________________________________________________________________________________________________
TTI1O – Quiz 1 – Computers, Safety & Ergonomics Page 2 of 3
Mr. J. Carron
Computer Survival Skills
• Know how to manipulate files and folders
• Cut
• Copy
• Paste
• Rename
The Socio Economic Context of Communications Technology
What is Communication?
 Communication is the sending and receiving of information or messages
 In order for communication to occur a message must be both sent and received
 Important: if the receiver does not understand the message then it has not been received!
Purposes of Communication
Inform – to notify or report
Educate – to teach or instruct
Persuade – to convince or influence
Entertain – to amuse or divert
Control – to manage or be in command of
Types of Communication
 Human to Human
 Human to Machine
 Machine to Machine
 Machine to Human
 Supplementary types
Types of Human Communication
 Verbal Communication
 Nonverbal Communication
Perception
 Perception is the process of understanding a message
 You may receive a verbal or nonverbal message from someone, but that message has to make
sense in order for it to be received
 The process of perception can change how you understand a message
 depends on the receivers personal experiences in the past
History of Communication
 pictograms (an easily recognized symbol) e.g. Walk Sign
 Ideograms are symbols that must be learned, e.g. Stop Sign
History of Communication
 A true alphabet was formed when symbols began to represent sounds
 As the alphabet and various languages were developed the printing process and artistic
communication arose
 After electricity and computers were discovered data communication was developed
 Data communication is communication between computers
Technology and Communication
 Technology is… The practical (hands on) application of scientific knowledge.
 Without technology science would just simply remain knowledge!
Date: _________________________________ Full Name: ________________________________
____________________________________________________________________________________________________
TTI1O – Quiz 1 – Computers, Safety & Ergonomics Page 3 of 3
Mr. J. Carron
Technology, Industry and Change
 How does technology differ from industry?
o Industry is an organization that uses technology to produce goods and services for a profit.
Major Eras in American History
The Information Age
 Currently we are in the midst of the information age
 Defined as an era where the majority of people are involved in jobs related to information
Communication Technology
 The purpose of communication technology is to transfer information by technical means
 Communication Technology extends the capabilities of our human senses, e.g. the telephone
Comm. Tech. Categories
 Graphic communications
 Electronic Communications
 Drafting
 Photography
 Print and media
 Telecommunications
The Communication System
 Communication can be described as a system with the goal of transferring information
 Using this systems approach makes it easier to understand the communication process
The Universal Systems Model
 A system has a purpose or goal, this can be called the desired OUTPUT of the system
 The INPUTs are the resources necessary for achieving the OUTPUT
 The PROCESS is the action part of the system, in this step the inputs are changed (or processed)
achieve the OUTPUT
Control Systems
 In many systems, a FEEDBACK loop is added
 FEEDBACK is a way of determining whether the actual results, or output, is the same as the
desired results
The Communication System Model
 In a communication system, the purpose of the system is the transfer of information, or the sending
of a message
 Inputs are all of the resources necessary for sending the message.
 Processing is the act of communication