GAD year three has many differences with previous year, since it focuses on actual game design instead of learning how to use digital design tools in 3D and 2D. This will make it much more based on our own skills from those two years, along with what new tools in game design we learn. Making the already fast paced and individual activities we already had, and put it on and even faster schedule, along with more diverse projects that each of us would have. Expectations will be harder, but the difference between this year and each other one is how we could potentially use the new information we got, since it's more direct in game development, it should be much more fun compared to our little projects in the first two years. The fact we can actually do more game related projects and assignments is the best thing to look forward to, since it's what most people, including myself, signed up for in the pathway. The projects from previous years are meant to gear us towards game oriented assignments. But, with the experience and expectations from previous years, since the drop off of freshmen and sophomores has happened, we (hopefully) aren't in over our heads. So, what did we learn from previous years?
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Animation and cameras go hand in hand, since both are needed to make any render of a moving subject be convincing. Since we already used cameras, we have been learning more about animation, not just the auto key from last year. We play around with the curves that an object makes when it moves, this is most applicable to a ball bouncing, the first object we really animated. We then had to apply our bounces to multiple objects. Animating a bounce requires the Curve Editor, a useful graph that shows the XYZ movements for an object. Cutting out certain frames can make a bounce less rail-like, and more natural, this is the base for our bounce.
Another technique we used is the rotation, a small change, but one that makes the ball look less like it's bouncing on a pathway, and more of a ball bouncing. Changing the rotation is only changing the axis of the ball at key frames, self explanatory, but it's the little touch that makes the animation much more convincing. The last piece is the Squash and Stretch, which is not as simple as either of the last two. It requires the use of the Stretch modifier, but can change at key frames in specific ways, with specific modifiers. If you want a ball to start and stop, then do it again differently, it will keep stretching in that way. But, in a perfect world, it helps in making the ball's bounces much more real. It may make the ball seem more cartoon-ish, but in a way that is feasible and appealing. So, in the end, what did we take from doing a bunch of activities based around a topic then doing a quiz afterwards?
Sources: “Animation.” Autodesk Support & Learning, knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-FC0BE460-9BA8-4221-AEA6-ACB6ECA4AE9B-htm.html. Lax, Melissa. “3ds Max Animation Techniques | Tutorial Series | AREA by Autodesk.” Area by Autodesk, 20 Sept. 2016, area.autodesk.com/tutorials/series/3ds-max-animation-techniques-series/. |
JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
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