Wednesday 11 March 2015

Basics of Animation

  Animation requires thinking about ''Motion, Timing, and Smoothness of action with maintaining Arcs to give natural movements '' Almost anything witch we need ,Maya providing  with a number  tools  that can simplifies you work in creating of animation .  With Maya, you can animate virtually anything you can imagine, no matter  how surreal.
Animation Control and Interface
With Maya's animation controls, you choose how to key and play an animation. Two components of Maya's user interface are specific to animation: the Range Slider and the Time Slider. You can also quickly access and edit animation preferences from the animation controls area.


Tuesday 10 March 2015

job in animation industry How to land your dream


 ANIMATION IS HIGH AND THE 3D INDUSTRY IS YOUR OYSTER AS LONG AS YOU GO ABOUT IT IN THE RIGHT WAY 

When thinking about your next career move, do you tend to steer away from the 'glamour jobs'? After all, the jobs that involve working on the biggest blockbusters will attract so much competition there's little point in applying, right? It's a fair assumption to make – but it's utterly wrong, argue our experts.

Take the forthcoming Star Wars sequels – possibly the most glamorous job in VFX right now.to complement those in San Francisco, Vancouver and Singapore, partly to work on Episode 7 and further Star Wars movies to come. And they're keen to encourage UK artists to apply…

 SEEKING ARTISTS

"Yes, we absolutely are hiring," confirms John Knoll, ILM's chief creative officer. "Actually, we have open positions in all our studios around the world." And John says there's no need for a secret handshake. "Just go to the ilm.com website and head to the jobs tab; you can search and see where the openings are."


Nor is ILM only looking for decades of experience. "Obviously, very experienced artists are highly sought-after," Knoll says. "But I think there's a lot to be gained by having artists who are young and enthusiastic, and who come at this right out of college with a lot of energy and a real willingness to learn."
That even one of the world's biggest VFX companies is keen to hire is a sign of the rapidly growing opportunities within the industry. But how can you maximise your chances of landing 
that dream job?


CHECK YOU ATTITUDE 

 

Rainmaker Entertainment is currently in production with Blockade Entertainment and Sony Computer Entertainment America (SCEA) on the CG animated feature Ratchet & Clank

For those early in their career, Tara Kemes, vice president of culture and talent at Rainmaker Entertainment, offers this advice.
"Your enthusiasm makes a big impact – fresh out of college, attitude is pretty much the most important thing. Also, don't apply to all the open positions: we want to know you know where your skills lie. Also, persevere. If you don't land the first job you go for, don't let that discourage you. Dream jobs are something to work towards."
But what if you're already at your dream company but chasing that precious promotion? "Speak up!" Tara urges. "Share your ambitions and goals. Maintain perspective and keep a great attitude. Remember – this is animation! Few people end up here by accident. It's a privilege."

FIND A MENTOR

Tara also suggests you seek out a mentor, but be smart about whom you approach: "Identifying someone who grew their own career through mentorship is a good tactic."
In general, networking is key. "Make connections," she urges. "You may meet someone now who, if you've made a positive impression, will remember you down the road and think, 'Hey! I want to hire that artist we met a few months ago at the career fair. We didn't have a suitable opportunity then, but they'd be great for this job now.'"

 There is a lot to be gained by having artists who come right out of school with a lot of energy and a real willingness to learn

It helps if you're prepared to move, as well: both to new studios and new countries if necessary. Steven Elford, studio CG supervisor for Rainmaker, has done just that, relocating from England to Vancouver. "Every time you start a new job in a new studio you are faced with new challenges," he says.
"You have to get used to the culture of the studio, the workflow and pipeline and the tools. This can be quite daunting but time always goes fast, and before you know it it'll all be second nature.
"Find out how long the studio feels it should take you to learn the tools and integrate," he advises. "They'll have had many people go through the process and will give you some idea of what you should aim for. And if you have any other concerns then talk to the people at the studio: they're there to help you succeed, after all."

Sunday 22 February 2015

Applying the 12 Principles To 3D Animation


Applying the 12 Principles To 3D Animation

Twelve Principles of Animation

Animators at the Walt Disney Studios. These principles were used to guide
production and creative discussions as well to train young animators better and
Faster. These twelve principles became one of the foundations of hand-drawn
cartoon character animation. The twelve principles, as they are commonly
referred to, also helped to transform animation from a novelty into an art form.
By applying these principles to their work these pioneering animators produced
many of the earliest animated feature films that became classics: Snow White
(1937), Pinocchio and Fantasia (1940), Dumbo (1941), and Bambi (1942).
The twelve principles are mostly about five things: acting the performance,
directing the performance, representing reality (through drawing, modeling, and
rendering), interpreting real world physics, and editing a sequence of actions.
The original principles are still relevant today because they help us to create
more believable characters and situations. They can be applied to almost any
type of animation, even though they work best for comedy. But, some of these
principles require updates, and a few new additional principles are also needed
to address the new techniques and styles of three-dimensional computer
animation.

Animation techniques and styles, and the scope of productions, have changed
tremendously since the 1930s. The dominant, almost exclusive, style of
Animation then was hand-drawn pose-to-pose cartoon narrative animation.
Today we have more styles including non-linear interactive video games and
non-narrative music videos. In the 1930s some animation techniques and
capabilities were underdeveloped, camera moves and lighting for example, or
misunderstood: rot scoping or stop-motion. Consider too the new tools that
have transformed our craft: hand-held cameras, television, non-linear editing,
composting, motion capture, computer graphics and procedural tools. Other
artforms have greatly evolved since the 1930s, creating new languages and new
principles. It is time to do the same with animation, it is time to reinterpret and
expand the original principles. We also need to create new additional principles
that address today’s new animation styles and techniques. This is our collective
challenge.

Squash and stretch

The first principle from the original twelve, is used to
exaggerate the amount of non-rigid body deformations usually with the purpose
of achieving a more comedic effect. Three-dimensional squash and stretch can
be implemented with a variety of techniques: skin and muscle, springs, direct
mesh manipulation and morphing.
It can also be implemented in more experimental ways with weighting, especially
for dynamics simulations, and unusual IK systems.
The technique of


Anticipation

Helps to guide the audience’s eyes to where the
Action is about to occur. Anticipation, including motion holds, is great for
“Announcing the surprise.” In three-dimensional computer animation it can be
fine-tuned using digital time-editing tools such as time sheets, timelines, and
Curves. More anticipation equals less suspense. Horror films, for example,
Switch back and forth from lots of anticipation to total surprise.

Staging

as it is also known, is about translating the mood and
Intention of a scene into specific character positions and actions. Staging the key
Character poses in the scene helps to define the nature of the action. Three-
Dimensional animatics are a great tool for previsualizing and blocking out the
Staging before the primary, secondary and facial animation. There are many
Staging techniques to tell the story visually: hiding or revealing the center of
interest, and a chain reaction of actions-reactions are a couple of them. Staging
can also be aided with contemporary cinematic techniques such as slow motion,
frozen time, motion loops, and hand-held camera moves.
Straight-ahead action and pose-to-pose are two different animation techniques
that yield fairly different results. In the early days of hand-drawn animation

Pose-to-pose action

became the standard animation technique because it breaks
down structured motion into a series of clearly defined key poses.

Straight-ahead Action

the character moves spontaneously through the action one step at
a time until the action is finished. Motion capture and dynamics simulations,
even three-dimensional rotoscoping, are clearly the straight-ahead techniques of
three-dimensional computer animation. They can all be blended intelligently
using channels.
Follow-through and overlapping action are two techniques that help make the
action richer and fuller with detail and subtlety.

Follow-through action

consists
of the reactions of the character after an action, and it usually lets audiences
know how he or she feels about what has just happened or is about to happen.
In

Overlapping action

multiple motions influence, blend, and overlap the
position of the character. In three-dimensional computer animation a lot of the
common follow-through motions of clothing and hair, for example, can be
animated with dynamics simulations. The layers and channels in three-
dimensional computer animation software allow us to mix and blend different
overlapping motions from different areas of the character.

Slow-in and slow-out

consist of slowing down the beginning and the end of an
action, while speeding up the middle of it. A snappy effect is achieved when
motion is accelerated and retarded in this way. In three-dimensional computer
animation slow-ins and slow-outs can be fine-tuned with digital time-editing
tools. When using motion capture techniques for cartoon-style animated
characters it is essential to remind performers to do slow-ins and slow-outs. The
inverse variation of this effect, a fast-in and fast-out, is often times seen in TV
commercials and music videos where the beginning and end of the sequence
are accelerated while the middle is slowed down giving it a surreal or dreamy
feeling.
Using

Arcs

to animate the movements of characters helps achieve a natural look
because most living creatures move in curved paths, never in perfectly straight
lines. Non-arc motion comes across as sinister, restricted or robotic. In three-
dimensional computer animation we can use software constraints to force all or
some of the motion within arcs. Even motion-captured performances can be
fine-tuned with curve editors, as long as the motion is not flattened.

Secondary action

consists of the smaller motions that complement the
dominant action. In three-dimensional computer animation we can take
advantage of layers and channels for building up different secondary motions,
for example, a layer for hair, a layer for the character's hat, a layer for the cape,
and so on.

Timing

is the precise moment and the amount of time that a character spends
on an action. Timing adds emotion and intention to the character’s performance.
Most three-dimensional computer animation tools allow us to fine tune the timing
by shaving off or adding frames with non-linear time-editing.
Timing can also be controlled and adjusted by placing each character on a
separate track, and using sub-tracks for parts of the character such as head,
torso, arms and legs.

Exaggeration

usually helps cartoon characters to deliver the essence of an
action. A lot of exaggeration can be achieved with squash and stretch. In three-
dimensional computer animation we can use procedural techniques, motion
ranges and scripts to exaggerate motion. The intensity of a moment can be
increased with cinematography and editing, not just with performance.



Solid modeling and rigging

or solid drawing as it was called in the 1930s,
emphasizes the clear delineation of shape necessary to bring animated
characters to life. Solid and precise modeling helps to convey the weight, depth
and balance of the character, and it also simplifies potential production
complications due to poorly modeled characters. Animation rigs are at their best
when they are optimized for the specific personality and motion of the character.
Pay attention to silhouettes when aligning characters to the camera.

Character personality

  as it was originally called, facilitates the
emotional connection between character and audience. Characters must be well
developed, have an interesting personality, and have a clear set of desires or
needs that drive their behavior and actions. Complexity and consistency of
motion are two elements of character appeal that can be easily developed with
three-dimensional computer animation. Writing down the ways in which the
character moves, how he/she reacts to different situations, and how he/she
relates to other characters can help define the main characteristics of the
character’s personality. Fine-tune the personality with the key poses and the
character turnarounds.

Saturday 21 February 2015

MYA HOT KEYS


c

Snap to curves (press and release)

x

Snap to grids (press and release)

v

Snap to points (press and release)

j

Move, Rotate, Scale Tool snapping (press and release)

Shift

j

Move, Rotate, Scale Tool relative snapping (press and release)

Painting Operations

Alt

f

Flood with the current value

Alt

a

Turn Show Wireframe on or off

Alt

c

Turn Color Feedback on or off

Alt

r

Toggle Reflection on or off

u

With left mouse button for Artisan Paint Operation marking menu

b

Modify upper brush radius (press and release)

Shift

B

Modify lower brush radius (press and release)

Ctrl

b

Edit Paint Effects template brush settings

m

Modify maximum displacement (Sculpt Surfaces and Sculpt Polygons Tool)

n

Modify paint value

/

Switch to pick color mode (press and release)

8

Open Paint Effects panel

o

With left mouse button for the Poly Brush Tool marking menu

o

With middle mouse button for Poly UV Tool marking menu

Tumble, Track, or Dolly

Alt

Left mouse button

Tumble Tool (press and release)

Alt

Middle mouse button

Track Tool (press and release)

Alt

Right mouse button

Dolly Tool (press and release)

Tool Operations

Return

Complete current tool

Insert

Enter tool Edit mode

Shift

Q

Select Tool, or with left mouse button for Component marking menu

Alt

q

Select Tool, or with left mouse button for Polygon marking menu

q

Select Tool, or with left mouse button for Selection Mask marking menu

w

Move Tool, or with left mouse button for Move Tool marking menu

e

Rotate Tool, or with left mouse button for Rotate Tool marking menu

r

Scale Tool, or with left mouse button for Scale Tool marking menu

Ctrl

t

Show universal manipulator tool

t

Show manipulator tool

y

Selects the last used tool that is not one of Select, Move, Rotate, or Scale

j

Move, Rotate, Scale Tool Snapping (press and release)

=, +

Increase manipulator size

-

Decrease manipulator size

d

With left mouse button move pivot (Move Tool)

Insert

Switches between move pivot and move object (Move Tool)

Displaying Objects (Show, Hide)

Ctrl

h

Display > Hide > Hide Selection

Shift

H

Display > Show > Show Selection

Ctrl+Shift

H

Display > Show > Show Last Hidden

Alt

h

Display > Hide > Hide Unselected Objects

Shift

l

Show > Isolate Select > View Selected (in the panel menus)

Animation Operations

s

Animate > Set Key

i

Insert Keys Tool (for Graph Editor) (press and release)

Shift

S

With left mouse button for Keyframe marking menu

Shift

S

With middle mouse button for Tangent marking menu

Shift

E

Set key for Rotate

Shift

R

Set key for Scale

Shift

W

Set key for Translate

Alt

w

Toggle FBIK effector Pin Translate on or off

Alt

e

Toggle FBIK effector Pin Rotate on or off

Alt

s

Toggle FBIK effector Pin Translate and Rotate on or off

Ctrl

f

Set Full Body IK Keys

Alt

j

Toggle Multicolor Feedback

Alt

d

Set FBIK keys on All

Alt

x

Set FBIK keys on Body Part

Alt

4

Set FBIK keys on Selected

Alt

3

Key FBIK Reach to 1

Alt

1

Key FBIK Reach to 0

Alt

2

Key no FBIK Reach

Playback Control

Alt

.

Move forward one frame in time

Alt

,

Move backward one frame in time

.

Go to Next key

,

Go to Previous key

Alt

v

Turn Playback on or off

Alt+Shift

V

Go to Min Frame

k

With middle mouse button for virtual Time Slider mode (press and hold and scrub timeline)

Hotbox Display

space

(When pressed down) Show the hotbox

Alt

m

Default Hotbox Style (Zones and Menu Rows)

Rendering

Ctrl

Left

Render view next image

Ctrl

Right

Render view previous image

Window and View Operations

Ctrl

a

Switches between Attribute Editor or Channel Box–displays the Attribute Editor if neither is shown

a

Frame All in active panel, or with left mouse button for History Operations marking menu

Shift

A

Frame All in all views

f

Frame Selected in active panel

Shift

F

Frame Selected in all views

space

(When tapped) Switch between the active window in multi-pane display and single pane display

Ctrl

space

Switch between the standard view and full-screen view of the current panels

]

Redo view change

[

Undo view change

Alt

b

Changes the background color to light gray (standard), dark gray, or black

Shift

{

View previous layout

Shift

}

View next layout

F1

Help > Maya Help

Moving Selected Objects

Alt

h

Move up one pixel

Alt

i

Move down one pixel

Alt

f

Move left one pixel

Alt

g

Move right one pixel

Pick Walk*

h

Walk up current

i

Walk down current

f

Walk left in current

g

Walk right in current

*Based on selection, the arrow keys let you walk up the hierarchy (object selected) or walk about the object’s components (component selected, including vertices, edge loops, edge rings).

Modeling Operations

1

Default polygon mesh display (no smoothing)

2

Cage + smooth polygon mesh display

3

Smooth polygon mesh display

Ctrl

h

Display coarser subdivision surface level

Ctrl

i

Select/refine subdivision surface component

Ctrl

F9

Convert polygon selection to Vertices

Ctrl

F10

Convert polygon selection to Edges

Ctrl

F11

Covert polygon selection to Faces

Ctrl

F12

Covert polygon selection to UVs

Ctrl

`

Proxy > Subdiv Proxy

Displays original mesh (proxy) and a smoothed version of the original.

Ctrl+Shift

`

Proxy > Subdiv Proxy >

Displays Subdiv Proxy options window

`

Toggles the display between the original (proxy) and the smoothed mesh.

~

Displays both the original (proxy) and the smoothed mesh.

Alt

`

Modify > Convert > NURBS to Subdiv, Polygons to Subdiv

Alt+Shift

~

Displays option window for Modify > Convert > NURBS to Subdiv > or Polygons to Subdiv > (depending on whether NURBS or Polygons are selected).

Page Up

Increases Division Levels for Smooth Mesh Preview or Subdiv Proxy.

Page
Down

Decreases Division Levels for Smooth Mesh Preview or Subdiv Proxy.

l

Lock/unlock length of curve (press and hold)

Display Settings

4

Shading > Wireframe

5

Shaded display

6

Shaded and Textured display

7

Lighting > Use All Lights

0

Default quality display setting

1

Rough quality display setting

2

Medium quality display setting

3

Smooth quality display setting

File Operations

Ctrl (or z)

n

File > New Scene

Ctrl (or z)

o

File > Open Scene

Ctrl (or z)

s

File > Save Scene

Ctrl (or z)

q

File > Exit

Ctrl

r

Create file reference

Selecting Menus

Ctrl

m

Show/hide main menu bar

Shift

M

Show/hide panel menu bar

h

With left mouse button for Menu Set marking menu

F2

Show Animation menu set

F3

Show Polygons menu set

F4

Show Modeling menu set

F5

Show Dynamics menu set

F6

Show Rendering menu set

Edit Operations

z

Edit > Undo (also Ctrl+z/z+z)

Shift

Z

Edit > Redo

g

Edit > Repeat

Shift

G

Repeat command at mouse position

Ctrl

d

Edit > Duplicate

Ctrl+Shift

D

Edit > Duplicate Special

Shift

D

Edit > Duplicate with Transform

Ctrl

g

Edit > Group

p

Edit > Parent

Shift

P

Edit > Unparent

Ctrl (or z)

x

Edit > Cut

Ctrl (or z)

c

Edit > Copy

Ctrl (or z)

v

Edit > Paste

Selecting Objects and Components

F8

Select > Object/Component (Switch between object and component editing)

F9

Select > Vertex

F10

Select > Edge

F11

Select > Face

F12

Select > UV

Ctrl

i

Select next intermediate object

Alt

F9

Select > Vertex Face