3D ANIMATION
Storyboard
PROJECT DEVELOPMENT
At the beginning I set up with the maya layout enabled, outline and polygon count am working in the Maya software 2020.
First create a cylinder by selecting the create icon and selecting polygon primitives. Then change settings a bit after that I selected between components (vertex, edge, face) then I switch to two view panels. Next I move to pivot point the bottom cylinder. Then I make a function that is called (snap to point) I shaded displays the form shoulders and select four faces on the left side of the model and pull them out delete them. Then I create another cylinder for the arm then I form the elbow. The faces at the other part of the elbow will rotate the two edges. When finished arm. I create the insides of the sleeve because the sleeve will go slightly over the hand. Then I keep the position of edge loops because animating. Then I switched to a two-view panel. Then I cut the inner shape.
I snap the pivot point to the bottom of the cylinder hold and move it. Then move the cylinder to the edge of the pants. Select the entire bottom face loop. Next I select the centre pivot to scale it inward and have fill hole between them. Then I make another cylinder for the lower part of the leg, go to the input and change the number. Then deselect the pivot point and move the cylinder to when his ankle starts. Neat scales the cylinder on all axis to the ankle then on height to inner edge. I activate the function by going to (Modelling toolkit). The scale the once and make it less squarish and move the scale component. The lower and upper leg done.
I create hand by first created fingers then duplicating the created finger and scaling it. I create cube and then I went to modify it to apply a smooth preview, I have four faces on each side. I change the scale tool to make my finger flatter. Then I will rotate another edge loop to archival the top part of the elbow. Then I make my fingertip a bit sharper. Then I switch finger and snapped the pivot. Next we modify and copy fingers. Then I create a cube and scale to form a plan and scale the fingers out and make three cuts into my palm. Then I make a vertical cut into the hand so you get a face loop around the knuckles. Then hold the activate and make horizontal cuts before I have 4 faces. Then I connect fingers to the palm and select index fingers and forehand and a isolate them.
I made opening mouth patch. I create cub to make patch and select it the opening mouth. I keep lips pelf. For I create new cylinder I have to speculate lips. Sitting thickness teeth. Then mesh display to like layer again change geometric shapes. Add several cuts select front teeth and pull out then have shape. Then I model lower teeth as upper teeth. Delete duplicate and create mirror of them on other side. At the end create tonged by creating new cylinder and make it sharper.
Then I try to switch camera to view inside the select Panel. Then I select layer to keep references in place that place them into new layer and lock it. I switch between display by select then in view panel self. To apply smooth preview, by use Convey and smooth mesh. Next I select competent (face, etc) in the modelling toolkit than switch between selection to desired object and hold to open redial menu. Then I add modelling function, by Slide the vertices and Modelling Toolkit. Then the pivot point defines the position around object to rotated scaled. I made soft of function such as modelling toolkit – by form left and right the human lk window the A Attribute editor have function. To enable symmetry when mesh is completely symmetry doesn't work. Them I made Symmetry again to move and toward vertices by each axis. I tried to design his clothes (dishdasha, turban and dagger) with new cylinder and I make shap for it.
Neat transform constraint in the Modelling toolkit to surface mesh. Then I select Soft selection to allows select multiple component and more to organic way. In that, combine meshes into one object. Then I add polygons to an existing mesh by extruding the polygon. Then l use Bevel to around the edges of polygon mesh by select entice loops. Next, I use target weld to merge one vertices to another. Next I freeze orientation by modify object mode. Neat I use mirror but before use mirror I freeze transformation of the middle of grid. I use mirror because mesh will become. Then I remove double vertices became overlap will be vertices to combine more mesh to one object. Also, l use Soften edges to exporting object such as humans always Soften them to shaded mode ft and create object to combine different meshes. Moreover, l uses average vertices Smooth the polygon mesh by moving position it will increase the number polygons in the mesh. In iterations I set number or zero to no change happen. by furthermore, I use scribbling by use relax tool to make smooth surfaces of mesh without affecting its shape it’s too handy to spread out vertices. It is similar average vertices.
PROJECT DEVELOPMENT
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There are three things we should do to prepare before we start rig, The first is to make sure that our character mesh is in T pose with the arms out straight, and the fingers and the legs spread the feet should be at least as wide as the shoulders, the torso and head are typically upright and the limbs are all mirrored the character needs to be in the center of work. In the front view, I should be sure the characters on the central line.
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To make the arm, I draw a chain of joints from the clavicle to the shoulder, elbow, wrist one and wrist to the hand and four finger joints down the middle finger for the knuckle two joints and a tip. For the torso we go back in the side view, we draw a solo joint for the hips a little above, and in front of the thigh, hit return to finishes, click again on the joint tool, and we make the root joint at the waist, and then chain up through spine one spine to chest base of the neck and head just below the ear.
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I'm trying to set my timeline, I'm going to go on 24 frames per second, because that divides so easily, evenly and so nicely into halves and quarters and eight, which is what we're going to use for our for creating this.What I going to do next is going to set up some scripts and set up a contrast shelf and some controls for are basically for graphing.
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Video reference for the animation to make the animation more realistic, believable, and interesting. The more angles there is to an action, the more it becomes understandable and clear to implement; of course, putting into perspective of implementing own creative touch into the animation. Moving on to sketching the pose as it is always recommended; multiple sketches and breakdown of the positions to find a suitable way to implement. After gathering of the references, the character is then edited to match the references and sketches of every action the character will take; this is of course taking into consideration the importance of paying attention to the smallest details like the face, body and eliminating negative space.
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Afterwards, the blocking process is done where. I try basically adding a few more poses ,but I wanted to show a little bit of that I animated it.I try to make sure when I animating with his picker or really with, with the NURBS curves, when I trying to just do steps, you have all keys and steps you don't have weird stuff going on I selected all his body to select all his keys. All his body keys do not include my locators. And these locators are what drives his arm so I had to sort of shift select those, and make sure those are in steps.
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I put the foot over this is like a very important key. And then another four frames later. Ready to spin starts.This is the biggest movement you can see I've exaggerated the amount, a little bit more than I did in my reference. When I play this, I should be able to see what the action is going to be, and this is my first pass of blocking so this may be would have taken me three to six hours to do, depending on how fast I was feeling that day.
I could even go on fours because there's less complicated movement. The only reason I would break it down my reference is because it makes it less complicated, and it makes it makes you less inclined to follow the timing. The main reason to following the timing from reference can ruin animation. I haven't used the graph editor much yet not that useful for me at this point, I'm just kind of trying to get the poses in there. I f I was to look at the curves for this object. There's, there's animation on it doesn't really matter if it's clean curves. so, if the chest was going left and right, for some reason, and I wanted this to stay still, I would have to animate a right and left at the same time.
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This has some texture change in timing. It's got the frame change from here to here is his body is not moving as much but look at how fast the. Now it's moving and then jump and raise his hand then starts with a spinning motion. At the completion of his entire turn, he returns to the starting point and jumps in the denial of the place. At the end the movement itself is replayed for a second round.
Establishing an environment related to autumn, Salalah Governorate. I worked in designing a suitable environment in many details, but due to the inefficiency of my laptop and the inability to work in the library, I had to work in a simple new environment in which I could use lighting and cameras. Choose the appropriate angle to install the camera. More than one fixed angle was used to photograph the scenes.
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Render and lighting stage. The lighting was tested several times for different scenes. The device was not running at its required efficiency. After the rendering of the scenes is complete, the lighting has been adjusted in Adobe Premiere Pro. Scenes were collected, required music inserted, and footage size changed. The post-production process took place and the final video was produced.
3D ANIMATION
AL Bar'ah Dance
Maya Software 2020
POST PRODACTION
Use the Adobe After Effects program for this step. Add rain and clouds effect and zoom in. Also, the slide transtion between each effects. A simple experiment that helped me learn new effects. it was quick because I don't have the time to learn more in last period and  busy with the rest of the projects. One of my goals in the future is to learn more about it. To get more knowledge of the post-production stage