Tuesday 5 February 2013

Bones and Joints forward and inverse kinematics

Bone and Joints

We started by clicking system then biped, there we could import a skeleton which you can use to move the parts etc a good way of understand how bones and joints work within 3D animation.

 (Example of Biped) 

In the same menu are we then clicked on bone, this allowed use to make a chain of bones which we could us to animate.
Using the bones we then created a leg using two bones (In the shape of someone bending their knees) Using the rotation tool and the key frames, I tried to make one smooth step with the leg, using the fK (ford kinematics) this system it didn't go very well and it was very tricky, which resulting in a very unnatural looking movement.

Adding new bones we used Ik (inverse kinematics) when a parent can control the child, this was the next thing to do, by going into animation on the top bar (Where File/edit/view is) then scrolling to find solver and then clicking hi solver, we were able to then link our new bones together, this allowed join the the top bone to the bottom bone allowing a nice smooth animation, this was a lot easier and felt a lot more natural than fK

Example Of Fk on the left (Top right view point) and example of IK on the right (Top right view point)


Once done we rendered the bones as seen below upload video. The left bones are FK the right is IK.



Overlapping Actions

We then moved on to overlapping actions, this would involve using FK for this animation

Using a file proved to us we created a key set to rotation, we did this every 20 keys. By going into view within the curve editor then filters and ticking only the animation box, I'm able to see the key frames that have been set for animation. As we only wanted to work in Z we highlighting all the X and Y rotation curves and deleted them making it easier for us to animate, allowing us to only we're work in z axis rotation which is what we want.

(Example of Creating key)

(Example of filtering animation tracks on X and Y)

Grabbing frame 20 we moved its curve line/rotation point up to 20 on the scale within the curve editor, this is to make the bones flap, we then did the same again but on frame 60 and dropped its curve line down to -20 on the scale within the curve editor, resulting in the flap to the left then right.

(Example of animation curve lines)

Choosing bone 2, the second bone from the left on our snake like animation cubes, we then moved all the curve points within the curve editor for that one animation block, one frame across, (20 to 21) then again by choosing the 3rd bone moving all the curve points two frames across, and again for the 4th one three frames across and so on through the bones, this is to get a over lapping animation with a more natural looking animation with a force feel behind it the flaps.
I had a little play around with my curve points making some flap harder or higher to get a different animation result

(Example of all moving and moved curve line in each bone of object)


Once we were happy with our animation we then rendered (Video Below)


Floppy The Rabbit Animation 


We now moved on to our next project animation, a rabbit which was also provided to us

Within the project were a range of selectable control objects which all had a function and connection with the rabbit. Using the rotation tool (set to Gimbal) you could click the boxes and rotate them to course an effect and movement on the rabbit, if there move control object (Using move tool on parent mode) allowed we to then select move the rabbit height and size etc. We are able to move pretty much anything on the bunnies from its ears/body/form etc

(Example of control boxes and animation object) 

With all the control boxes, we were asked to play around with them and get use to how they work. The video below shows my experimental process I went through.


Outcome: From this lesson I feel I gained a much better understanding and skill within creating realistic movements and animation within the curve editor to make my performance much better and somewhat life like. Knowing the difference between IK and FK helps me to understand the types of techniques that I can use to help make an animation work for me, I personally prefer FK. Using overlapping actions within my snake tail animation and Floppy the Rabbits control boxes, made me felt like today has been one big learning curve in understanding the many ways to animate and conduct such different methods within making an animation work to my needs.

Bouncing Football

Getting our 3Ds Max suitable for animation

Right click the + symbol on the top left of your view point, there you will get a list, go down to configure viewpoint and click, there choose the viewpoint set up you want, once ready right click the box/viewpoint you want to be your curve editor and go down to tracks, there select curve editor, click apply and then click okay, nothing much will happen as you then have to click maximizing view point toggle, located at the bottom right of 3Ds Max.


(Example of viewpoint configuration) 

Football Bouncing Process

Now that we are ready to start our animation we set up how many key frames we wanted to work to, which is 40, once set we then selected our helper and hit auto key, there we went to the first frame 0 and set a key, we then when to the middle frame 20 and set a key frame and finally the last key frame 40 and set key frame. We moved the ball on the first frame 0 on the Z axis to 20 and again on the last frame 40, keeping the middle key frame (20) on Z axis 0, keeping the ball in the centre on the floor, we ended up with having a very basic ball bounce.

(Example of using the helper to align the ball)

We needed the ball to bounce across the screen and not on the spot so I moved my ball on the first frame across as if it was coming in, I kept my ball on Z axis 20 and moved it on the X axis to 40 and did the same on the last frame but -40. This resulted again in a basic ball bounce but this time not on just on one spot. we then changed the middle frame where the ball hits the floor in the curve editor to a fast tangent, leaving my first frame 0 and final frame 40 on slow tangents.

(Example of ball lifted up and ready for moving)

We needed to the ball to stretch to show pressure from the force of the ball coming down, so we went to frame 20 the middle of my animation where to ball is touching the floor, and used the stretch tool to squash the ball down, we also went to frame 19 and 23 to stretch the ball vertical a little bit to show the ball losing its force before the bounce making the animation look realistic.

  (Example of Ball be stretched and it's curve line)


We then moved onto changing the X coordinates within the curve editor on the helper to make the balls animation more realistic, we set tangent to linear, to ensure a smooth animation.
We needed to make the ball rotate in the animation as our ball is still within the animation, I rotated the first frame using the rotation tool to -90 on the first from 0, then for the middle 20 I set it to -180 and finally on the last frame to -270

(Example of ball in rotation in curve editor)


(Example of completed animation with all lines within curve editor)

Once we were happy with our animation, we then moved onto the rendering process to allow me to make this video (as seen below)

This is my animation of my football bouncing after adding all the keys frame and modification to make my football bounce.

Outcome: Using the curve editor to control my animations behavior is a massive learning curve, and a great way of manipulating my animation to get the correct movement and emotion. Using one of the 12 rules (Squash and Stretch) within a bounce animation, I can now understand how to create and approach the correct force and feel within a bounce in animation, and how to incorporate it.