Showing posts with label 3D Animation Basics Software. Show all posts
Showing posts with label 3D Animation Basics Software. Show all posts

Monday, February 16, 2009

3D Animation Basics Part Two

3D Animation Under The Hood.

Seems forever since I wrote anything on 3D animation, and looking at the date of my last blog entry, believe me when I say I have more than a few basic tips for 3D animation beginners tucked up my sleeve. Also, in my defense, I have to admit that although I wasn't writing about 3D animation or the basics of, my actual time was spent doing the exact thing you all come here to read about: 3D animation-ing OR animating, or, well you get the point..

My last entry in May titled, "Inside The Basics of 3D Animation Software", was written as a brief summary explaining the fundamental function of all 3D animation software. At the end of that article, I mentioned that the preceding articles will cover the fields of modeling, texturing, animation, lighting and rendering. Before I do so however, I would like to add somewhat to my last article.

Now, take note, this article will be aimed at the aspiring 3D animator, who seeks to better understand the architecture and structure of 3D applications,

specifically Autodesk Maya. Reason being, of course, I myself am a Maya user from its first launch with Alias Wavefront, to its current state as an Autodesk juggernaut (which, after some initial hesitation, I have come to appreciate more and more each day). For those users who may be using other software, such as 3DSMax, Modo or XSI, I will endeavor to keep the article as software unspecific as possible. With that in mind, let's get started!

Considering that many of you reading this article will one day become proficient enough that you push your given 3D animation software beyond its means, it's important to understand how each action or operation is interpreted by your application and may, at times, have a detrimental lagging effect on it. For instance, if we look at the function of any 3D animation application, it is simply to automate a series of operations, which ordinarily change one type of data into another. The most basic example is when you input data via a keyboard and your computer reads and outputs text via a text word editor like Notepad or Microsoft Word.

When we apply that to 3D animation software, there is little difference. For example, you may create a polygonal object within your 3D scene. You may then choose to manipulate your object within your scene, changing its shape and transforming it over time to suit your needs. These three simple operations have seen you input data via your keyboard, calling up an operation to create a polygonal object. This polygonal object has then gone through two more processes of, firstly, having its shape edited via simple commands from your keyboard or mouse, then also having its translation edited in such a way to have it animate over time. The final step might be for this animated object to be printed to screen (3D animation rocks doesn't it?!).

The reality of the situation is most 3D packages will have these three functions split into two if not three modules that combine to make up the data flow of this particular example, the first being a modeling module to house all the commands that might encompass any type of modeling operation before it is passed on to the animation module to house all the animation commands. The third module, undoubtedly, would be a rendering module setup to handle all the

requirements of the final render.

Ordered into a logical process, this defines the data flow model of many 3D animation applications. Although this may seem the best way to structure any type of 3D animation program (especially when you consider that other fields, such as texturing, lighting, rendering, and even programming may very well require their own individual modules) the problem arises when you as an artist find yourself in the position where you require more functionality than is readily available by your given 3D animation application. An example of this may be when you come to the situation where you would like to use an animation deformer for modeling. A problem arises when you reflect on the data flow model I mentioned earlier. Because you 3-D animation application is split into several different modules, and data can only flow from one module to another (as well as in only one direction), you would be unable to jump into the animation module until you'd finished all the functions you wanted to perform in the modeling module. Bearing in mind as well, you then could not simply jump back into the modeling module to continue modeling your object once you were finished completing an operation in the animation module. Such a data flow model would become cumbersome to artists, and prove detrimental in any production pipeline.

This is where other methods, such as the push-pull method utilized in Maya, prove their worth.

To summarize the theory behind Autodesk Maya's push-pull method, it works in a nonlinear fashion, allowing 3D animators and programmers alike to create complex networks from basic data types. The push-pull method gives users the flexibility to jump from one operation to another regardless of which module the operation may be a part of. Using the above example, the push-pull method would take the object to your modeling with and connect a deformer node to that

object. The transform data would be sent through the deformer node, which would then update the original object accordingly. Because of the use of such a model, a 3D animator is given greater flexibility to jump from one operation to another, disregarding any type of one-way data flow requirement. If this explanation doesn't satiate the hunger of many of you, feel free to check back regularly for a special article I will write on Maya’s Architecture specifically. I simply felt it necessary to explain some fundamental differences between Autodesk Maya and other 3D animation software packages available in the market.

With all this information about data flow models, certain nodes updating other nodes and the architecture of 3-D animation applications, the important thing to understand is that every operation you execute within your preferred 3D animation application will affect the way that application functions. Anyone who

has ever performed a multitude of operations on objects within Maya and failed to delete history will understand what I'm talking about. Intimately.

So with that in mind, endeavor to learn more about the 3-D animation application you're choosing to or currently use and pay close attention to the way in which you use it, how your 3D animation software processes information and what you can do to prevent unwanted responses within your application or the all too common “...not responding” error message.

As with all my articles, if you have any queries regarding 3D animation or any other beginner questions you would like to ask, feel free to either post it below or drop me an e-mail at the address listed at the bottom of this page. As for myself, I is out!

Monday, May 12, 2008

Inside The Basics Of 3D Animation Software

The 3D Animation Software Insider

Being normally right-brained in the way I look at most things, I had tossed around the idea of scraping any posts addressing 3D Animation Software. I had thought it more beneficial to dive into the details of modeling or fundamentals of animation but figured, hey, fresh blood is always dying to be drowned with more information when they start learning something new, why should 3D Animation be any different?!

As for the rest of you out there, stay with me as contrary to your own opinions of what could possibly bore you more, learning a little more about what makes these dream machines tick will only broaden your knowledge in the field of 3D Animation. And we all want that!

To sum up what 3D Animation Software is it’s basically an application that calculates the geometric value of data as it exists in a 3D Environment. The information is manipulated through a process of functions and computations, until it is ready to be rendered. The rendered 2D images are then edited for use in still or animations. Let me explain further.

When 3D Animation slowly stepped out onto the stage, it stood as a culmination of multiple mediums and methods that had been used in animation before. It was the computers’ answer to stop motion animation and did away with the infuriating (yes, I once did stop motion animation too) need to tirelessly animate at what is now considered unnervingly slow speed. 3D Animation also took advantage of vector graphics in the way assets were displayed in the 3D Animation Software’s viewport. And finally, raster graphics were used in order to capture the data as 2D rendered displays.

Then, of course, it was simply a matter of editing the3D rendered images in a compositing program for animations, or 2D editing software if it was for a still.

Now, I know I may have laid it on ya a little thick but if you approach it from the angle that no matter what 3D Animation Software you choose to use, you are always simply dealing with data at the end of the day, allowing distinctions to become clearer (and this is where the know-it-all-geek in all of us rears its pimply head). Remember, although we may view a 3D model in software’s viewport, it is simply a vector graphic representation of the stored data. The catch is, the same 3D model isn’t technically considered a graphic until it is rendered. It’s all data till the fat lady renders it!

Another thing to note is that the method in which 3D Animation packages receive data is not limited to manual entry by a3D Animator. Motion Capture data is one example. Another is 3D Scanning via a 3D Scan capable camera. Also, with advances in textile software programs, you are now able to export your models into applications which can produce 3D prints. Could it be the extinction of Marquette’s, I hear you say?

Well, whatever the case, realizing what the engine looks like under the hood of any 3D Animation Software will only help you in understanding its capabilities and limitations. Thankfully as technology continues to improve, we will undoubtedly see less limitations and a lot more capabilities developed for 3D Animation Software.

Now, as this was a brief lead-in to how 3D Animation Software processes data into the final project, future posts will cover the fields of modeling, texturing, animation, lighting and rendering. If you didn’t fall asleep in this post, then stick around for more info on 3D Animation Basics!

-Morph