The video (only took me 19 hours afk overnight to render in Cycles):
It’s been a while. I resumed with course around mid July, but didn’t sync the progress to the discussion which in retrospect I think could be more helpful.
I made my own lamp first, then the thought of more closely following the course occurred so I built another one and put it to use. That’s partly why scripts turned out wildly different from the storyboard planning.
The other part is I came to feel that my visions were too high for a first-time 3d animation. I didn’t know how to do the cord nor more flexible tote bag. So the cord was omitted and the bag was replaced with a box, from where the renewed plot later derived.
Asset Showcase:
Armatures:
While animating the box and the timer, I realized not all animation entails an armature, and even modifiers can be key-framed.
I used a screw modifier on a line to make the disk of the time. Unfortunately I didn’t find a way to bind the rotation of the pointer and the disk, so they’re actually manually done in separate.
—————— Reflections ——————
1
During this project, I have come to understand the importance of good topology better, because I turned on smooth shading, which I did not for the chess projection.
Quads seem to enable better subdivision and bevel modification, which is good for splitting planes (which has its own modifier). I found myself doing re-topology by dissolving edges, connecting points, and knifing around a lot…
2
It feels great to finally be able to plot objects and camera in action.
Although, sometimes I did run into problems where I couldn’t get a limb to be at the angle I want through just inverse kinematics using the control bones — if only I could mix directly key-framing the bones and the control bones better…
3
Another thing is that, I didn’t find a way to key frame all the pose-able components (i.e. control look and control base) at once, so every now and then only after I posed the character and moved on the timeline did I realize I only timed one of them and the other one got lost. I tried A select all and key-framing but it doesn’t seem to work that way.
4
I rendered the animation in 720p and turned on denoising, but as the video shows, there seems to be some sort of blotchy artifacts going on… I wonder whether this is the inevitable substitute for noise.
5
Additionally, while looking around on the web, I also happened to notice character animation the armature of which is tied to one single mesh seems to rely on something called weight painting. I do would like to delve into that more.