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Make objects longer or flatter for:
1- emphasise their speed, momentum, weight, and mass.
2- more squash and stretch display softer objects and more sense of flexibility.
3- shows contrast in changing shape in the movement so the action can be more recognisable.
Anticipation is the energy or driving force behind any action. It prepares and gives a clue to the audience for the following action. Make the movements of the character more readable or lead the viewer to focus and look at that movement; that's made it easier for the audience to understand what is going on. Board and subtle of that depend on the action's type and intensity.
Some examples of anticipation in animation are:
Staging is presenting any idea so that it is completely and unmistakably clear. That covers many areas of animation, which can apply acting, timing, camera angle, position, and setting. So, you control where the audience is looking to tell your story. We are essentially saying look at this, then look at this, and now look at this. These controls achieve staging in the wrong staging, causing viewers to be confused about where they should look. Above all, good staging is what allows us to read and understand what’s going on in shots.
That describes two methods used to animate drawings.
Draw the first drawing, then the second drawing, then the third, and so on, basically animated as you go.
Another example of unpredictable animation is overlapping action.
Drawing two poses, then go back to drawing in between.
This part makes our animation more exciting and believable cations. Follow-through refers to the way part of the body continues to move after the body has stopped and is often associated with another technique called drag. When moving the tip of the appendage, the main character's body should be the last to catch up, and when the body stops, the tip should follow through the farthest before sitting back. Or a character looking to the right to left, the rest of the body follows half of the head, chest, arm and move. All these parts follow the half movement. During this movement, we can have different reactions. For example, one arm can overlap in the opposite direction.
Follow-through: the way parts of the body continue to move after the body has stopped.
Overlapping action: the offset between the timing of the main body and other parts.
Drag: the technique of delaying the movement of body parts in relation to the main body.
It’s easier to add the appendages after the animation of the main body is finished.
When you add hair, for example, use the previous frame as an indicator of where the hair should be stretched toward. Since it has dragged, it should be dragging from where it was in the last frame. Make sure to let the hair follow through when the body comes to a stop.
At the start and end of the movement, smooth the action. This principle is related to Inertia physics law. Any movement needs more energy, not starting to accelerate, and when finished, this energy is decelerated as it reaches to end of the movement. So, in animation, we need more drawing at the beginning of any action and at the end of that.
Any moment we create has its own path. When our animation character generates an invisible arc, that smooth and circulated arc makes our animation more realistic, fluid, and excellent. It also can accentuate the movement weight and speed.
Maya Visualise > Create Editable Motion Trail can help us to create arcs in our animation.
Something To support the main action and make it more natural and interesting or clear the intention and emotion of the character. We can use secondary action to intensify the general filling up of the animation.
We create secondary action for:
(Image: darvideo.tv)
Primary action: the main action that is necessary to describe the story.
Secondary action: To give more depth to the scene, add more information about the character’s personality and make the scene more entertaining.
Do the movement stronger and more extreme to emphasise it. Exaggeration can be applied to all other principles as well. Exaggeration timing, overlap, squash and squash and stretch and anticipation. It means out of the limit of realism to make the result more instantly readable or interesting for the audience.
Make sure that forms feel like three-dimensional space, with volume, weight, and balance. When designing the character, we use basic solid shapes like spheres, cubes, and cylinders instead of circles, squares, and rectangles. Additionally, drawing the perspective line on the ground helps us track our distance from the camera.
Think about how appropriate the design for this character has.
Another way is don’t draw the symmetrical line because they look flat.
Making things interesting and appealing to the character depends mostly on designing the story, but we can make it stronger with poses and missions. Emphasise as opposed to making the appeal of character instantly readable.
The attention of the shot is clear and readable.
Good timing and an interesting rhythm.
Poses are nice, readable, and perfectly fit the mood of the characters.
Timing: The speed and rhythm of the shot.
Spacing: The variation of the speed during the movement.
(Slow spacing, less change in position and fast speaking, more change in position)
these are so important and connect to each other.
Some parts of the movement will happen slower or faster.
1. What type of animation are you going to do?
For example, a bouncing ball needs consideration of
2. What type of action are you to tell?
3. The character attitudes.
4. The character’s emotions
5. The accent of the dialogue
6. The character design (Weight, Age, …
It is an update from 12 principles. But that drove and updated by 12 principles of animation.
Everything is connected.
Cardinal (3D) planes.
With a clear Arc and line of action, the pose has a sense of clue on it, especially Key poses. Hands gesture, like with design ideas, show where the character is.
Is it comfortable, or is it in imbalance?
Staging and solid drawing match together
Spend time on your hands, create a strong pose, drift ten weaker poses, and create a strong pose for each major emotional beat in the scene.
Push your pose. How can I exaggerate this pose more?
For my first producing asset, I chose a character called MADMAN. Then, I started creating characters in ZBrush, Body and distinct parts of objects, such as a jacket, trousers, and scarf, separated. When I imported in MAYA, the models were sweet, but the dense meshes in the Object made it challenging to work on. So, I found it easier to create my second Object, the Boot, at the outset in MAYA.
Find a reference: I googled for an acceptable quality image reference of a boot with little detail and easy to make the 3d model. I chose the picture below and tried to analyse it in simple geometrical shapes.
I googled for an acceptable quality image reference of a boot with little detail and easy to make the 3d model. I chose the picture below and tried to analyse it in simple geometrical shapes.
This time in Maya, I created my model in a low-poly way to simplify a scene.
I am creating the Second part of the Object in the same way.
I created different parts of the Object following the reference with the simplest geometrical shapes.
Following the reference to make the boot sole also object low poly and frequently pressing number 3 bottoms, I wanted to be sure it has soft surfaces.

I Combined all the distinct parts of the Object and then pressed the 3 to make it smoother.

I selected surfaces Green and red by extruding the option or shortcut key Ctrl+E and made a shell for those sections of my Object.

I add a few eyelets on the green surface with poly torus in Maya.

I created those laces with a Maya poly cube and calendar, which I made curved in the edges.

I opened the UV editor by going to Windows > UV Editor, then started selecting different faces of the Object and unwrapping them.

Select a UV shell to Create UVs and adjust all the different faces on a UV map without overlapping each other.

setting my UV map

Firstly, I exported FBX from the Object with its UV map; after that, I imported that file into Substance Painter and baked the Object. Then, I started texturing five parts of the boots, each having a different texture and painting individually.
I Used these brushes to make the leather older, dirt, and bumps in sewing parts.

After baking, I have had different layers of my Object. I used Ambient occlusion and Height. Eventually, With Ctrl+Shift + E, I exported my file in size 2048, PNG, 16 bits with the output template Arnold.

In Maya, I imported any of the textures by the substance plugin and assigned them to relevant surfaces object.

Fortunately, the substance plugin automatically applies textures to objects.
I utilized three primary lights for the Lighting scene: Backlight, Full Light, and Key Light. Additionally, I incorporated an extra colour light for added effect.

In the end, after Lighting, I started to render settings and testing rendering the same as in my previous production Blog explanation and exported full HD image sequences.
I chose to make a 3D human character for my first 3D object assessment. In the beginning, I remembered reading somewhere that if you want to create a character, you should even know what they usually do if they want to go for a walk on a Sunday evening. For example, what is he usually wearing? Therefore, I tried to answer these questions.
Who is my 3D character?
What does it look like in form, physical body, and anatomy? Which clothes is he wearing?
What is the personality of the character? What is his name?
So, I respond to them in this.
His name is MADMAN; he is a middle-aged man living in southeast London, an Alcoholic, and a drug dealer. A borderline character who t first looks kind but suddenly becomes aggressive. In fact, I was curious to create a fictional villain like Dr Hannibal (Anthony Hopkins), who at first looks like an ordinary Doctor but is different. Typically, character designs are just typical characters, and the story scriptwriter carries this complexity in the movie, but I designed as a character designer also show this contrasting complexity in my character design. And design a badman, not as cliche character designing of badman with masculine bodies and wimpier teeth, something rapidity we see in 3D character modelling. Eventually, I sketched this character design for MADMAN.
When it comes to creating 3D models, I personally prefer using ZBrush. As someone with a background in traditional sculpting using materials like clay, ZBrush feels more intuitive and comfortable for me compared to 3D software like MAYA. It aligns better with my past experience as a sculptor.
To create my 3D character in ZBrush, I tried to make a simple skeleton at first easily, before locking it into a mash. Then, from the library, I brought up ZSphere.
The skeleton model was created fast, and with individual Spheres, some simple rigs were on it. I could move them, change the model’s pose, and rotate them. This method is handy for all kinds of branching structures. But the type of 3d character I wanted to create with exact, realistic anatomy was complex, and it took much time to add details of anatomy in the face of my character and his body.
In order to speed up the process of creating my 3D character, I decided to try a different method. I looked through ZBrush LightBox and discovered MaleZPR, a pre-made 3D character with masculine features that fit my requirements. Unfortunately, I faced challenges with the anatomy, facial features, and pose of the character as they did not align with my vision for my character, MADMAN.With different ZBrush tools, I changed the body and facial anatomy of the character to something I imagined.
To create buttons, I utilized the IMM Clothing HardW tool.
Retopology
Regrettably, I had neglected to know why I didn’t bake my model. During the retopology stage, the process became quite complex, particularly when dealing with the inner parts of the 3D model, where the fingers were particularly challenging to retopology. However, I have learned from this experience and will strive to create my future 3D models using simpler, more geometric forms and shapes.

What is the rendering in the 3D animation process?
Rendering is the final process of creating the 2D image or animation from the prepared scene; in this process, the computer takes raw information from a scene, including Polygons, materials, and lighting for the final output.
What do rays do?
Diffuse ray Depth
Specular Depth
Environment
Motion Blur
aistandardsurface
aiAmbientOcclusion
aiWireframe
In simple language, Baking saves information related to a 3D mesh into a texture. The first meshes are transferred onto the second mesh UVs and saved into a texture.
Substance 3D Painter is one of the applications that can read mesh properties and bake them down to a texture. This software can output information like Ambient shadows and surface details variations stored as vector directions, directions, Curvature, and Position.
When I first heard PBR initially, this question came up, what is PBR? After searching on the internet, I found that it is an abbreviation of Physically Based Shading; in computer graphics for rendering images in a way that models the flow of light in the real world how is the interaction of light and materials in an accurate manner. Following my search in Wikipedia about the history of PBR, this website mentioned PBR. Starting in the 1980s, a number of rendering researchers worked on establishing a solid theoretical basis for rendering, including physical correctness. Much of this work was done at the Cornell University Program of Computer Graphics; a 1997 paper from that lab[1] describes the work done at Cornell in this area to that point. The phrase "Physically Based Rendering" was more widely popularised by Matt Pharr, Greg Humphreys, and Pat Hanrahan in their book of the same name from 2014, a seminal work in modern computer graphics that won its authors a Technical Achievement Academy Award for special effects.
The most important thing about PBR shader is that it uses multiple layers. All these layers have been combined for coloured maps for adding surface.
IOR Index of refraction, Fresnel Effect, Microsurfacet, lightly rays.
In Setting up the Project for import setting, FBX does not contain any camera and UDIM, so Be sure the option Create a texture best per UDIM and Camera is disabled.
Navigating the views is the same as Maya; we also have a 2d view we can work with it. On the top of the toolbar, we have a flag option to choose and switch to 2d view, 3D view, or both.
In Maya, when we sign each part of materials or mesh parts inside Maya, when imported into the Substance Painter becomes a texture set. Each one of the texture sets can have a shader associated with it and work on it in TEXTURE SET LIST and TEXTURE SET SETTINGS. Additionally, Another essential window is the LAYERS.