Wednesday, 28 November 2018

Modelling - Animation

In this blog post, I will describe a series of tools and techniques in Maya which I learned from a recent lecture, which introduced the basics of animation.

Maya can also be used for animation purpose. The software has been used in the development of some commercially released movies including Kung Fu Panda, Harry Potter and Transformers (Wolfe, 2012).

Tools:
The user has a timeline on the lower side of the Maya software, as shown in the image below with coloured annotations.



  • Timeline - The horizontal bar showing the time slider's progress between the start and end of the
  • Playback Tools - Allow you to pause, play, rewind and fast forward. You can rewind/fast forward by key or frame.
  • Change playback range - A bar to control the playback range of the animation. This could allow you can add delays/pauses.
  • Animate specific layer(s) - A tool to add attributes to specific 'layers'.
  • Character sets - A tool to group specific models together, and force an animation onto that group only.

  • Time Slider - This is the moving line showing the progress of the animation, during playtime (as seen in the above video).

The timeline and time slider can be personalized to suit the user. They can change the height and time slider size. There are further settings which allow the user to enable looping and adjust the playback speed in FPS. The playback speed can be adjusted between 15-60 fps, although the user can choose a custom speed, if desired.

The looping options are:

  • ONCE - causes the animation to repeat once, then stop
  • CONTINUOUS - causes the animation to always repeat, without stopping
  • OSCILLATE - causes the animation to play once to the end of the animation, then reverse back to the start.

These tools can be found in the Windows > Settings/Preferences > Preferences, and scrolling down to the tab named Time Slider.


To perform an animation:
To setup an animation on a model, place the object in a starting position, go to the first frame and press 'S' to record.

Then move the object to a final position, go to the last frame you wish to use and press 'S' to record.


Graph Editor
The Graph Editor window allows you to adjust the object's movement speed, during animation. The user can adjust the graph's curve which could be used to smooth out the animation. When you first use the animation, the object will accelerate forward, then slow down. The graph editor tool can be used to cause it to accelerate continuously without slowing down. This tool can be found in Windows>Animation Editor>Graph Editor.


Motion Path
You could make a model follow a 2D object, by going on highlighting object and path, Constrain > Motion Path. This is a quick and easy way to allow you to make an object follow around a route. You can also adjust the rotations over the course of the path, on each axis.



What I have learned from this lecture is that the tools in Maya allow users to easily and quickly produce animations. I was able to made a cube move between two different points smoothly. I found the Motion


Reference:
Wolfe J., 2012. Autodesk Tools Used on 14 Oscar-Nominated Films. AWN, [online] (Last Updated 9.36 AM on 17th February 2012). Available at <https://www.awn.com/news/autodesk-tools-used-14-oscar-nominated-films> [Accessed on 28 Nov 2018].

Modelling - UV Mapping

In Maya, there are a series of tools which allow you to perform UV mapping. This is the process of adding a 2D image/texture onto a 3D model for texture.

The term 'UV' comes from different axis which notate the U-axis, V-axis and W-axis for a 2D plane/geometry, to avoid confusion with the X axis, Y axis and Z axis for 3D shapes/scene.

The UV editor is a tool used to edit individual faces of a polygon's texture. You can adjust the position and rotation of the texture for each face.

The UV snapshot is a tool which allows you to render/export out the shape of a UV texture. This can allow the user to make a texture in a graphics editor software (such as Paint, Photoshop, GIMP), while keeping the UV shape, and then you can import this.

A new material I have learned is the File material. This allows the user to import an image to render onto a polygon/surface. You can repeat the image

Projection Map is the tool which allows you to project an 2D image onto a 3D model.

Map Node are the different material types which can be applied on each material attribute. For example, you could put a different material onto the transparency node, compared to the default node.

Monday, 26 November 2018

Maya - Curves and Schematics - Wine glass

I was given an exercise to build a model of a wine glass, using 2D curve tools. This exercise has taught me some of the basic tools to allow me to make models, and understand the Maya software.

Terminology:
During this post, I will mention a series of tools and terms which I used during the design.
  • BEZIER CURVE - tool used to create a series of NURBS curves, which allow for control of the vertices, anchors and tangents. This tool can be found in the Curves/Surfaces panel (or by clicking Create > Curve Tools > Bezier Curve tool).

Final model:




How I made the model:
I started by drawing an outline of one half of a wine glass shape - using the bezier curve tool. This tool allowed me to manually adjust the vertices and angles (right clicking on Curve Vertices).

After this, I used the Revolve tool (Surfaces > Revolve) to convert it to a 3D object with a 360 degree sweep angle. However, the object needed to be transformed and adjusted to look like a wine glass.




What I have learned:
This exercise has taught me about the Bezier Curve tool.

I have learned that the bezier curve tool is a good way to draw out specific 2D shapes. This could be a good way to draw on specific shapes, which have certain angles and tangents. However, once you have drawn out the object and revolved/converted it to 3D, you are unable to change the original shape, so this is an issue.

Sunday, 25 November 2018

Modelling - Low Polygon House

I was given an exercise to build a model of a house from polygons in Maya. This exercise has taught me some of the basic tools to allow me to make models, and understand the Maya software.

Terminology:
During this post, I will mention a series of tools and terms which I used during the design.

  • CONNECT - this tool is used to join up two or more edges.
  • MERGE VERTICES - used to join vertex points together, which can allow users to create a series of different shapes.
  • ADD DIVISIONS - a tool to split up a shape into smaller faces (e.g. a 1x1 face can be split into a 3x3 face).


Final model:



How I made the model:
The model was build using just one primitive object - a cube. I started by dividing the front face into three faces, and then I extruded out the left and right faces, to build the front of the house.

I divided the front faces of these extruded areas into 3x3 faces. The central face would become the basis for the window: I extruded this face in to produce a gap, divided it into a 3x3 face, and built a series of Georgian bars across the window.

For the roof of the building, I was required to create a pattern of edges which would eventually be transformed upwards. The pattern was created using the Connect tool, and by Merging Vertices.



What I have learned:
This exercise has taught me about the Connect tool, Add Divisions tool and Extrude tool. 

I have learned that the connect tool could be a good way to join two different edges together, and I can adjust the direction of this connection by changing the vertices. This tool requires trial and error, to adjust the connection angle, as the software might calculate an angle which the user does not want. The user would need to adjust or add vertices, to connect it in their preferred way.

I have learned that the add divisions tool would be a good way for me to split up a cube or cylinder so it has an equal width/height on all of the divided faces.

I have learned that the extrude tool would be a good way for me to push out/push in specific parts of an object. It would also remain attached to the original shape, allowing me to transform it freely.

I have also learned that I should merge vertices. This is because it would be bad practice if I just placed vertices on top/near others, and it could cause a messy finish if transforming or adjusting polygons.

Wednesday, 21 November 2018

Modelling - Key Techniques in Maya #3

In a lecture, we were taught a series of techniques and tools mainly related to textures and materials.

  • Exporting: In Maya, there are a series of exporting tools which allow you to send your Maya scene or specific objects to Unreal or Unity.
  • Layers: The layers section allows you to toggle the visibility of specific objects. This can make it easier to view only a few certain shapes.
  • Bitmap: A type of material in Maya.
  • Blinn: The Blinn effect is a type of material in Maya which gives a metallic effect, with lots of reflections. This has a series of reflective tools also available.
  • Lambert: The Lambert effect is the default material used in Maya. It is efficient, due to being unpolished, and low in reflections.
  • Phong; The Phong material is a type of material in Maya, which gives a plastic effect. It is less efficient compared to others. PhongE is a similar material which is less sharp, but is more efficient.
  • Texture to Geometry: This tool allows users to assign an imported image to a geometry polygon, which can be transformed like a regular polygon object in Maya.  This is a good way to add text (such as the Lego logo onto a Lego brick) onto other objects. This tool can be found by going to the Modify menu --> Convert --> Texture to Geometry.
  • Assignment Checklist: Unrelated to Maya, it is a list of tasks which helps keeping us on course and following the brief.

There is also a Render button included in Maya, which is a good way to check the materials on a final object. 

There is also a shatter effect which can be added onto objects. This allows objects to be broken up into smaller segments. Users can adjust the shatter count - the larger the value, the more processing power is required to execute this. Shattered objects can also be exported.

Wednesday, 14 November 2018

Modelling - FX introduction - Making a tablecloth effect

During one of our lectures, we were introduced to the FX section in Maya. Maya allows you to produce animations as well as models. I have been able to set up a tablecloth style visual effect using Maya's FX tools.

I started by creating a scene in Maya which contained a sphere primitive and a plane primitive above this sphere (see below image).



In the top left corner, there is a drop down which contains a range of different setups. These are Modelling, Rigging, Animation, FX and a custom mode. For this demonstration, I will select FX. This adds some new menu options in the toolbar.



Convert the sphere into a collider, by selecting the object, and clicking Create Passive Collider from the nCloth menu option.



This will stop the sphere from being affected by gravity. You can play the animation using the controls in the bottom right. The plane will fall and try and wrap around the sphere.


This shape can then be imported and used back on the modelling section of Maya.


What I have learned:
From this demonstration, I have been able to learn and understand the basic parts of the FX section, and it has taught me a way to run play animations. This section might be useful if I want to add an animation to my final model (e.g. for reloading, moving the weapon). However, I will also look into the animation section of Maya to understand what I could add in.

Modelling - Existing models into primitive shapes

During a lecture in class, I was given an example of two different models, and I needed to explain how I would approach replicating this model.

Portal Gun:

Firstly, we were given a Portal Gun, which includes multiple curved and smooth plains and shapes.

For the central section highlighted in orange, you would use a cylinder shape, add divisions to split up the shape, and extrude different sections to show the different depths/layers.

For the outer shell highlighted in green, you could use a sphere or a cylinder shape, and extrude the shape and layer.

For the claws and cables highlighted in red, you could use 2D curves and expand them out.


Star Wars Tie Fighter:


The second model was a Tie Fighter vehicle from Star Wars.

For the wings in red, you could use a cube and decrease the depth. For the connecting sector in orange, you could use a cylinder or a cone at first. For the central cockpit highlighted in blue, you could use a sphere.


What I learned from this:
I have learned that modelling can be easier if you start to break down a model into small shapes. The two models mentioned above looks pretty complex due to the detail of the texture, but they start off from basic shapes.

For my final model, I feel that I should look at the schematics of the weapon and use primitive shapes to get the basis, and then start to add detail afterwards. 

Modelling - How I made a gun sight

As I am new to Maya, I have decided to play around and test some of the features to learn how to understand the software before I produce my final model.

During a lecture, I was introduced to the Booleans tool. This allows you to merge or split primitives, through overlapping. I was able to produce a simple gun sight shape using this tool.

How I produced this:
Add a sphere and a cube into a scene. Enlarge the cube object so the height and depth exceed the sphere.


Select both shapes by pressing Ctrl+A. In the menu toolbar, go to Mesh --> Booleans --> Difference. There is a box in the menu that allows you to adjust further factors in the boolean operation, but this was not required for my test.




What I learned from this:
This session taught me how to use some of the features with the booleans tool. Obviously this created a simple basic shape, which I could extend upon. I feel this tool is suitable for my technique, as it gives a nice clean and spherical result, instead of manually making a gap in the box using Multi-Cut. If my final gun model has a sight/scope, I will perform this technique.

Modelling - Key Techniques in Maya #2

In my previous blog post, I explained a selection of key techniques which I expect to use in Maya, to develop a gun model.

During a lecture, we were introduced to some of the techniques to use:
  • Pivot Point: The point of rotation for a 3D object. This can be used to rotate objects at specific positions (instead of the center).
  • Outliner Window: The Outliner Window is a tab/window which shows all of the objects (such as primitives, cameras and lighting) in a Maya scene. This is a good way to arrange and organise objects, because you can set some objects as child objects.
  • Multi-Cut: A tool used to cut up shapes, by drawing lines on faces. This is a good way to produce detailed parts of a model, for example, extruding out a zigzag shape.
  • Boolean: A technique used to merge or split primitives into other primitives through overlapping. This can be found in the Mesh menu toolbar. The three different boolean types are:
    • Union
    • Difference 
    • Intersection
  • Mirror: A technique used to duplicate a shape rotated in the opposing angle so they match.
  • Edge Loop: A technique to insert edges across a path to add specific detail.
  • Target Weld: A way to change the position of vertices on a primitive.
  • Transparent-View: Also called X-Ray, this is a tool which allows you to change the opacity of a primitive. This is a good technique if you are using schematics/similar images to use as a design template.

The three different Boolean options: Union, Difference, Intersection (top to bottom)

The Outliner Window

Monday, 12 November 2018

Modelling - Key Techniques in Maya

For this module, I will be required to make a model of a gun which will be made using Maya software to incorporate into my first-person game. Maya is a piece of software used for 3D modelling and computers animation.

During a lecture, we were introduced to some of the techniques to use:
  • View Cube: An method of rotating the camera angle. By clicking on faces of a cube, the user's camera in Maya will rotate to face that direction.
  • Interactive Creation: A tool to create a shape with custom dimensions. These dimensions will have a default scale of 1x1x1, even if it is not a cube of that scale.
  • Face: A flat surface - a side on a 3D shape.
  • Edge: A line joining two vertices in a 3D shape. 
  • Vertex: The points of a shape where two of more lines meet (or the corners of a shape).
  • Extrude: Resizing an 3D shape by extending out, or squeezing in.
  • Connect: A tool which creates an edge from two vertices (or connecting multiple shapes together).
  • Three-Way View: A view method used to show the different dimensions of a scene, on the x/y/z axis. This can be toggled in Maya by pressing the space-bar key.

Image result for maya view cube
The View Cube


Toggling the Three-Way View


I have also learned a range of keyboard and mouse shortcuts.
  • Spacebar - Toggle three-way view on and off.
  • Alt + Left Mouse - Rotate the camera
  • Alt + Middle Mouse - Re-position the camera
  • Alt + Right Mouse or Scroll Wheel - Zoom the camera.
  • Ctrl + E - Extrude a selected object or face.

Comparison to other software
There is a range of 3D modelling and animation software online including 3ds Max, AutoCAD, Blender, Cinema 4D and Maya.

I have got a lack of experience with using modelling software. I previously used Blender to make props for my first year game, but the software feels basic and there is a lack of online support for the software. Maya looks cleaner and high quality, and appears to be an advanced set of tools and resources in comparison. When I loaded Maya for the first time, it looks difficult to understand due to the large amount of tools and buttons included, but for my purpose, I will not need as many tools.

Following research, I have learned that Maya is an industry standard piece of software and used in the development of commercial video games such as Dead By Daylight, Call of Duty: Black Ops 3, and Deus Ex: Mankind Divided (see reference).

From this, I have learned some of the basic tools and techniques which I could use when I produce my final model. 


References:
Autodesk For Games, undated. [online] Available at: https://www.autodesk.com/campaigns/autodesk-for-games [Accessed 12 October 2018].

Friday, 2 November 2018

Game - Main Menu - Attempt #2

In my Unreal FPS game, I decided to approach the development of the main menu in an alternate scene. This is because I was experiencing some issues while changing the HUD and widgets within a single scene.

Why I changed the main menu system:
During the development of my game, I was encountering a bug. If the player died to an enemy, the game would show a 'Game Over' screen widget, and the player would need to press a button to re-spawn at the beginning of the game, as planned.

However, when the player restarted the game, it would display the Main Menu widget while also keeping the Game Over widget at the same time. I was unable to find a sufficient workaround, while keeping everything within one scene.


New Menu system:
For my new menu system, I have got three buttons and two labels. The buttons are used to load the game scene (OpenLevel, then Set Input Mode Game Only), open the instructions (Remove All Widgets Create Instructions Widget > Add to Viewport), or quit the game.


Blueprint code:



Conclusion:
I feel happier to have setup the main menu in an alternate scene, as I can keep it separate from the gameplay, and have to worry less about changing heads-up display (HUD) widgets between button clicks.

However, I am disappointed that I was unable to keep it to one scene, because it was suggested by my lecturers to try and keep this to one scene.