Sunday, January 20, 2013

bouncing ball test-cg part 2&3


Creating the objects for the scene seem simple enough- you declare the object, add a material or shader and we can easily see our progress in the 3d port with textured as material type. But how do we prepare for animation?... The next step is preparing the camera as well as adding controls to the ball for easier animation...

part 2 identifying stage size and zoom,

For this clip we want to identify the stage and camera so we don’t see edges of the stage and keep the ball in view during the animation so we punch “0” on numpad or simulate key pad function for lab-top to identify the camera location.  Below we can see set up for light, stage, and camera in solid mode and rendered mode


the camera set of the scene looks can be manipulating by selecting and pressing "g" and move into position


part 3 simple rigging of your ball for easy animation

Okay we got our stage and animating object available to use. Now we could just start animating using just center location of our ball- but if we choose some simple controls there will be less correction needed during animation.  For this part I will add an simple armature bone to the scene and have the ball object parented to it.  This armature was positioned at the floor even with the background object and the ball’s lowest point was positioned at this pivot. This was set so if the ball were simulate to bounce and squash the “0” location was mentioned then the ball would be kissing the floor instead of inside the floor as is the default value- making sure all translations are applied help as well- this are see in the location/rotation and scale boxes.






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