Task 6 – Production
Build your 3D gameplay
animation by following your plans carefully using NewTek Modeler and Layout. You
will need to review which assets are available to you and which you want to
create for yourself or adapt. This is usually the most challenging part of the
project management life cycle, because unexpected things crop up, new problems
arise and perhaps even new goals become necessary. Remember to chart your
progress carefully within your production log and monitor your time via the
schedule. Use screenshots to explain your use of the software – animation
techniques, camera, lighting, texturing and rendering.
However, whilst doing this, I noticed a problem. Quite a lot of the polygons on the model were inverted and not displaying on the right side. I tried to select them all and give each polygon detail on both sides, but that would not work, so I had to go through each object of Batman's apparel and flip the polygons around. Whilst doing this, I also began to texture the model. This was not a necessary part to the production, but I wanted various parts of the model to stand out and make the model look better instead of being a dull grey.
Week Beginning 11/05/15
I have taken the batman model and have created a full, specific skeletal structure, tailored to the models shape. To create these bones, I took the model to layout and converted the skelegons:
- I have ensured to use three main bones in the arms for full arm movement, including shoulders, back arm and fore arm
- I have created two main bones for the thighs and calves of the leg. These are connected to the pelvis which allows proper movement.
- Both feet have two bones, one for the ankle movements and one for the toes to add move detail when jumping, landing and running.
I then went on to create bones for the hands as well as adding two additional backbones:
Above, you can see that there is one main bone for the wrist, and two for each finger. It would have been more accurate using 3 bones for each finger, but two will suffice as he is planned to keep his hands in a fist shape throughout the animation. The backbone placements look a bit strange, but they worked as they allowed the back to not stretch out of place too much.
Week Beginning 18/05/15 - 1/06/15
Once the model was complete, I could then begin to work on its first punch animation:
I quite like this first animation. It flows quite well and looks nice. I had to change the strength of some of the bones as some were too powerful and causing distortion on others. I then proceeded to continue this animation to create a two-punch combo, 2 kicks, jump, jump-kick, idle animation and a walk using the same techniques as-seen above.
Week Beginning 08/06/15
Once this animation set was complete, I could then move off to set up the rendering procedures. I began by creating a ground plane that would fit around the Batman model so he could stand on a surface. The setting for this surface can be seen below. I then also had to change the background colour and lighting effects for the render by opening backdrop options.
After the render was set up, I could then take a frame and render that one specific frame for testing purposes:
I am happy with the test render, so I could then move onto rendering the full product.
Week Beginning 04/05/15
To begin with production, I took the Batman model into modeler and gave it some skelegons. I made sure that they were in the correct position to allow movement. There are 3 bones in his arms, 3 in his chest, two in his leg, 2 in his head and neck and 2 in his feet.However, whilst doing this, I noticed a problem. Quite a lot of the polygons on the model were inverted and not displaying on the right side. I tried to select them all and give each polygon detail on both sides, but that would not work, so I had to go through each object of Batman's apparel and flip the polygons around. Whilst doing this, I also began to texture the model. This was not a necessary part to the production, but I wanted various parts of the model to stand out and make the model look better instead of being a dull grey.
Week Beginning 11/05/15
I have taken the batman model and have created a full, specific skeletal structure, tailored to the models shape. To create these bones, I took the model to layout and converted the skelegons:
- I have ensured to use three main bones in the arms for full arm movement, including shoulders, back arm and fore arm
- I have created two main bones for the thighs and calves of the leg. These are connected to the pelvis which allows proper movement.
- Both feet have two bones, one for the ankle movements and one for the toes to add move detail when jumping, landing and running.
I then went on to create bones for the hands as well as adding two additional backbones:
Above, you can see that there is one main bone for the wrist, and two for each finger. It would have been more accurate using 3 bones for each finger, but two will suffice as he is planned to keep his hands in a fist shape throughout the animation. The backbone placements look a bit strange, but they worked as they allowed the back to not stretch out of place too much.
Week Beginning 18/05/15 - 1/06/15
Once the model was complete, I could then begin to work on its first punch animation:
I quite like this first animation. It flows quite well and looks nice. I had to change the strength of some of the bones as some were too powerful and causing distortion on others. I then proceeded to continue this animation to create a two-punch combo, 2 kicks, jump, jump-kick, idle animation and a walk using the same techniques as-seen above.
Week Beginning 08/06/15
Once this animation set was complete, I could then move off to set up the rendering procedures. I began by creating a ground plane that would fit around the Batman model so he could stand on a surface. The setting for this surface can be seen below. I then also had to change the background colour and lighting effects for the render by opening backdrop options.
After the render was set up, I could then take a frame and render that one specific frame for testing purposes:
I am happy with the test render, so I could then move onto rendering the full product.









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