Final Decision of Brief Choice
Before going over the details, I would like to discuss why i have gone down this route of brief choice and changed my mind and idea's. At first i wanted to do something website related, this is mainly because i felt that i wanted to push myself in areas that i believed i needed to improve on mainly. So I looked into a variety of topics within Maya to learn and push myself and thought of doing a showcase for each of these at least to a basic level.
Mock-up Products – Business cards, Flags, Books up to 8 different mock-ups for each. For each of these mock ups they will be used for Photoshop smart objects. I can then use these to add to my collection of mock ups already on Behance which I have already created from license free images for Macbooks and phones.
Terrain Detail landscape – The terrain detail will be to a realistic level. The goal of the landscape challenge will be to have it work at a distance. So its not how detailed it is close up but at a distance and be able to use it in compositions in Photoshop for landscapes for example.
Texturing – Texturing will be various materials, these will be objects that I will model in tutorials and texture in other tutorials. So the material will not be required to be hyper realistic instead will need to be at a reasonable level of detail so the cross section of games and realistic materials. This is due to the fact that hyper realistic materials take time to create.
Animation – Animation will be basics, mainly Mogaph, this is because its easier to animate with Mograph and MASH tools. The tools at disposal will be able to help me achieve a level of animation mainly for introductions for YouTube and more. Dependant on how I use them they will allow me to learn the new features available for me in Maya.
Rigging – Since I have a history of modelling cars I think it will be a good start point to model to a basic level and then have it rigged for use with suspension, brakes and more. I can then take this further and be able to have a soft body morph-able assets to the car, for crashes and impact simulations. I can then take this to the next level and make it for a simple human character or dummy just to get the rigging process right for the first time.
Crowd Systems – Crowd systems mainly used for groups, and a school of fish for example which have their own path and follow a main point of interest.
Visit to WigWag
The visit to the design agency WigWag changed my focal point, since they were looking for a way to make their brand image more well known and get idea's. I thought I could integrate the 3D Maya learning idea into that brand WigWag and be able to learn of Maya at the same time.
WigWag have a dog as their brand identity and logo, so there was ideas to create, rig and animate the dog for them to use in 10 second animation snippets for them to use as they please. These animations will be simplistic and made to be composited how they like on their social media.
As well as make them an animated version of their brand identity I will be making them an office of their choosing modelled for demonstration of their office space that is available to potential client who want to rent the space. I will model the room with texture. lighting and to a realistic degree to show the potential. I want to show that the room is some what realistic with all the office furniture and equipment that they need to show.
Flow of understanding Kinematics and Inverse Kinematics
I will be looking into Kinematics and Inverse Kinematics for Maya animation. By the end of the course I hope to be good enough with Kinematics to be able to create bones and kinematics structure rigs for anything within Maya. To begin with this i will look at various tutorials online and courses that explain the Kinematic system, rigging, and creation of skeletons for various types of animals.
"An animated figure is modelled with a skeleton of rigid segments connected with joints, called a kinematic chain. The kinematics equations of the figure define the relationship between the joint angles of the figure and its pose or configuration. The forward kinematic animation problem uses the kinematics equations to determine the pose given the joint angles. The inverse kinematics problem computes the joint angles for a desired pose of the figure. It is often easier for computer-based designers, artists and animators to define the spatial configuration of an assembly or figure by moving parts, or arms and legs, rather than directly manipulating joint angles. Therefore, inverse kinematics is used in computer-aided design systems to animate assemblies and by computer-based artists and animators to position figures and characters." - Wikipedia 2016
To begin the journey for an adequate end result of confidence with Kinematics, I will need to correctly plan out the learning path for myself to be able to learn all there. By having a learning path i will be able to cover a range of skills for Kinematics aswell as common problems I may run into later on. I found that it would be beneficial for me to begin with simple Kinematic systems and animals for testing and learning.