Sunday, May 1, 2016
Sorry about what's below
The colors were acting all wonky on my last post so I eventually got that funky mess below. All the words are visible, so theres that
You Know What's Easier? Practical Effects!
Before we begin, he forgot a button. Moving on, the science is a combination of the physics of the lights bouncing off of everything and computer science; which is primarily the coding of the real life light physics into an algorithm for rendering the the scene's lighting. The Math is what a computer does best, and the base for most computer code. It takes form in geometry, coordinates, vector, and matricies.
Rasterization is when light rays are traced from the object to a single point (the camera) While Ray casting is a ray from the camera to the object.
The first problem with rasterization was that it failed at depth. The objects were layered based on when they made rather than their position in 3d space, with required a Z buffer to fix. Ray tracing solved this automatically only acknowledging what the camera beam first hits. Another problem was shadows. This was solved by drawing a secondary ray after contact is made from the camera rat, redirected to the light, based the lightness on interference with the ray. Another problem was reflections. This is solved by having the secondary rays mentioned before targeting other objects and splitting further.
The problem was over come when James Kajiya calculated the equation of light based on physics. However it was complicated and needed lots of computer power and time.
Moore's law is that the number of transistors in a circuit doubles every 2 years, ie computers are getting way more powerful all the time. While Blinn's law (is it the same Blinn that made the Blinn texture in Maya?) states that rendering time is constant, because the more powerful the machine, the more we do with it.
CGI is far in a way different from other art forms. Primarily due to other forms being physical in some way or another, with CGI is entirely math. Boring and tedious to make, but unique to no end. An overuse of CGI is lazy on part of the Director, not the animator
Rasterization is when light rays are traced from the object to a single point (the camera) While Ray casting is a ray from the camera to the object.
The first problem with rasterization was that it failed at depth. The objects were layered based on when they made rather than their position in 3d space, with required a Z buffer to fix. Ray tracing solved this automatically only acknowledging what the camera beam first hits. Another problem was shadows. This was solved by drawing a secondary ray after contact is made from the camera rat, redirected to the light, based the lightness on interference with the ray. Another problem was reflections. This is solved by having the secondary rays mentioned before targeting other objects and splitting further.
Direct lighting is light directly from a source, while indirect light is the light that bounces of stuff. Since light naturally bounces off everything, it is more realistic to have indirect light in the scene while it is less dramatic.
The problem was over come when James Kajiya calculated the equation of light based on physics. However it was complicated and needed lots of computer power and time.
Moore's law is that the number of transistors in a circuit doubles every 2 years, ie computers are getting way more powerful all the time. While Blinn's law (is it the same Blinn that made the Blinn texture in Maya?) states that rendering time is constant, because the more powerful the machine, the more we do with it.
CGI is far in a way different from other art forms. Primarily due to other forms being physical in some way or another, with CGI is entirely math. Boring and tedious to make, but unique to no end. An overuse of CGI is lazy on part of the Director, not the animator
Sunday, April 10, 2016
Comment Time for this Week!
This week I learned that Gage's greatest weakness is getting hit with a folding chair. I also learned that KFC is owned by the Pepsi Corporation.
I want to learn what the final project is.
The best part of this week was playing Automatron!
The downside of this week was accidentally kicking my Xbox controller off the top bunk. Luckily it's undamaged.
Here's a channel I enjoy. It's about a man... and movies... and comics... and stuff...
https://www.youtube.com/channel/UC0XPzwmDL_qeZlR4JuX-VLQ
I want to learn what the final project is.
The best part of this week was playing Automatron!
The downside of this week was accidentally kicking my Xbox controller off the top bunk. Luckily it's undamaged.
Here's a channel I enjoy. It's about a man... and movies... and comics... and stuff...
https://www.youtube.com/channel/UC0XPzwmDL_qeZlR4JuX-VLQ
I already Freaking saw this!
A shot reverse shot is when you switch between 2 or more angles back and forth, generally in dialogue. This video examines the Coen brothers' spin on this simple technique. First is their framing, the shots are simple, the character is usually centered with strong contrast to the background, making them pop. They keep the camera very close to each of the characters faces rather than the more common over-the-shoulder shot for dialogue. This helps create a more comfortable feeling, like your right in the middle of the action rather than a distant spectator. They often use wide angle lens to exaggerate the facial expressions of the actors. They aslo cut between shot fast to keep the rhythm of the conversation in a rhythm and constant momentum to prevent the scene form getting awkward or stale. They also use ques beyond the speaker to cut between shots, stuff like body language, expression, emotion, and movement help keep their cuts lively.
I already saw this video, but I do like this and the other videos on his channel. They are helpful in both creating and critiquing the visual techniques of cinema. Overall it is a great way to look at movies in a way that allows a greater appreciation of the director' style.
I already saw this video, but I do like this and the other videos on his channel. They are helpful in both creating and critiquing the visual techniques of cinema. Overall it is a great way to look at movies in a way that allows a greater appreciation of the director' style.
Draw Dem Dudes
You don't need to be the ultimate kung-fu master of human anatomy to be an animator, learning little about it wouldn't hurt your craft. This article has some pointers so let's jump right in.
First you'll want to draw the line of action; a line from foot to head that curves to the body's stance so the character feels more fluid, as well as emphasizing their body language. Then comes height proportion, the head is the best reference to measure things out, but a quick tip is that legs are half a persons height. Now for shoulders, a the article recommends a 3 head width, but unless they're Superman I'd personally recommend a 2 1/2 head width. Also, eyes are in the middle of the head, you should draw people bald before adding thick, luxurious hair on them. Necks ain't straight, they're tilted a little back. Facial muscles don't allow lip corners to move up and down, forcing our mouths to be in a permanent lemon shape. Finally, start the head as a cube to help yourself when it's at an angle.
I liked this one. It had some useful tips, though admittedly I won't follow them all as hyper-realism craps my style.
First you'll want to draw the line of action; a line from foot to head that curves to the body's stance so the character feels more fluid, as well as emphasizing their body language. Then comes height proportion, the head is the best reference to measure things out, but a quick tip is that legs are half a persons height. Now for shoulders, a the article recommends a 3 head width, but unless they're Superman I'd personally recommend a 2 1/2 head width. Also, eyes are in the middle of the head, you should draw people bald before adding thick, luxurious hair on them. Necks ain't straight, they're tilted a little back. Facial muscles don't allow lip corners to move up and down, forcing our mouths to be in a permanent lemon shape. Finally, start the head as a cube to help yourself when it's at an angle.
I liked this one. It had some useful tips, though admittedly I won't follow them all as hyper-realism craps my style.
Sunday, February 28, 2016
Workly Clomernts!
I learned this week that some cuts are harder than than others.
I want to learn how to make time move slower so i can get more time for the short.
The highlight of the week was getting tons of pop.
The low point was not having much to say about the blogs.
Here's a little something that could give you more appreciation for Micheal Bay's style.
https://www.youtube.com/watch?v=2THVvshvq0Q
I want to learn how to make time move slower so i can get more time for the short.
The highlight of the week was getting tons of pop.
The low point was not having much to say about the blogs.
Here's a little something that could give you more appreciation for Micheal Bay's style.
https://www.youtube.com/watch?v=2THVvshvq0Q
Horizontal Bop!
Humans are stupid. A slight movement change can change how people view things? The crap is that? You may not have noticed the effect that left or right movement has on you, but your brain did. Things moving left to right makes us feel all happy and stuff, and things moving right to left make us want to vomit. But why? Some say that it's because we read from left to right, but does that mean that for the Japanese this phenomenon is reversed? Because that's how they read? Regardless, this can be used to establish comfort or create a sense of safety and comfort. It's similar to how camera angles can create a sense of vulnerability or intimidation.
This was also freaking short. I don't know what to say. So use rightward movement when you want to scramble someone's brain.
This was also freaking short. I don't know what to say. So use rightward movement when you want to scramble someone's brain.
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