15-465 and 60-414 Assignments
Turning in assignments
Please turn in your assignments in the afs folders:
/afs/cs.cmu.edu/academic/class/15465-s14
We will not look for assignments on the art server.
Rendering on the Render Farm
Here is documentation on using the Render Farm
Assignment 1: Animating in Maya
- Build at least two objects by manipulating polygonal primitive shapes provided in Maya.
- Create a rendered animation that uses at least one nonlinear deformer in 150-300 frames and render it with lights, shadows and textures. There should be no compression on the images.
- Make your frames into a movie using the H.264 codec.
Grading Criteria:
-
use of deformer:
-
effective for the piece
-
well executed
-
level of difficulty
-
animation
-
quality
-
appropriate motion for the character
-
motion is motivated by the character's actions
-
light and shadow
-
resolution and color of shadows
-
allows the action to be seen
-
camera motion (optional)
-
if used, does it add to the impact of the scene
-
environment
-
appropriate for the scene
-
consistent in look and feel
-
texture resolution and mapping
-
model
-
appropriate design for character
In Maya help these paths will be useful
-
Learning Resources>getting started with Maya>Maya Basics
-
Learning Resources>getting started with Maya>Polygonal Modeling
-
Learning Resources>getting started with Maya>Animation (lessons 1 and 4)
-
Learning Resources>getting started with Maya>Rendering (lessons 1, 2 and 3)
Additional paths in Maya help that apply to this lesson for more advanced
users:
-
Using Maya>Modeling;Polygonal Modeling
-
Using Maya>Animation, character Setup, and Deformers>Nonlinear deformers
-
Using Maya>Rendering and Render Setup>Lighting>Basics of Lighting
-
Using Maya>Rendering and Render Setup>Shading>About shading and texturing
surfaces>Maya textures
-
Using Maya>Rendering and Render Setup>Rendering
Handouts are also available on blackboard for this assignment.
Lynda Tutorials:
For this project you will have to render your files out and create a movie.
You can preview your frames in fcheck.
Below are instructions for rendering so that your images will play back
correctly. When you are looking at your files be sure to have the playback
set to '30fps realtime', rather than 'play every frame', while working on your
animation. Otherwise your animations will end up playing back too fast.
To render frames for viewing in fcheck:
1) Go to the "Render Global Settings" Window
(Window->Rendering Editors->Render Globals)
2) Go to the "Image File Output" tab (should be open already) and
verify/Change the following settings:
File Name Prefix: (not set; using filename)
Frame/Animation Ext: name.###.ext
Image Format: We suggest jpg.
Frame Padding should be set as follows:
If you have 1-9 frames in your animation - Frame Padding = 1
If you have 10-99 frames in your animation - Frame Padding = 2
If you have 100-999 frames in your animation - Frame Padding = 3
If you have 1000-9999 frames in your animation - Frame Padding = 4
(etc.)
3) Go to the "Resolution" tab (should be open already) and goto the
"Presets" pulldown and select "1280x720" (HD720).
4) Set any other settings, such as quality, etc. Then goto the "Rendering"
menu set and select Render->Batch Render.
5) Test your frames in fcheck to make sure that you are happy
with the speed of your animation.
6) Then create a movie from your frames for viewing in class
using the instructions presented in class.
The .iff file format can be converted into .tiff or other file format by using
imgcvt, a program which is a Maya software tool. For example,
C:> imgcvt -d 1 200 1 image.@@@.iff image.@@@.tif
converts image.001.iff -- image.200.iff to image.001.tif -- image.200.tif.
Assignment 1: Technical Assignment
You will be able to choose one of the following topics.
-
N-mesh, cloth and cloth colliding with cloth
-
Trax editor + Expression editor/MEL
-
N-Particle systems + Soft/Rigid bodies and dynamic constraints
-
Fluids + Dynamic effects (Fire, smoke, fireworks, lightening, shatter)
-
N-Hair and Fur /Strokes
-
Animation editor with mocap from mocap library
-
Mud box + Referencing
-
Advanced rigging: facial rigs + using set driven keys with skeletons
-
Render Layer editor and AfterEffects compositing + Mental ray rendering
You will create a short animation using the assigned technology. You
will present the animation in class during the crit. Come prepared
to describe how you used the technology for your animated sequence.
Make an effort to fully exercise the technology so that you develop a
good understanding of what is possible, what is not possible and what is
easy/hard with this technology so that you can convey that information
to the class during the crit.
You must use the Render Farm to render your frames.
Grading Criteria:
-
Depth of exploration
-
Success of exploration
-
Visual quality
-
environment
-
models
-
shadows/lighting
-
motion
-
Conveying the functionality of the tech feature to the audience (primarily Tech Assignments 1 and 2)
-
Applicability to the team project (Assignment 3)
Storyboard:
Each student will pitch a story.
You will need to create
5-10 essential storyboard images. You may use any software (or
pencil and paper) to create them.
The first image should be a title card and include
the name of the person who made it.
Come to class prepared to pitch your story.
Grading Criteria:
-
Doability:
-
fits in 2 minutes
-
number of characters
-
number of environments
-
Technical elements
-
Is Animation critical to the piece?
-
Audio
-
Look and feel
There is a storyboard folder in the class afs space for your completed storyboard projects (/afs/cs.cmu.edu/academic/class/15465-s14/storyboard).
Name your file firstname_lastname.ppt.
After the initial pitch storyboards will be narrowed and students will be
partnered to develop the ideas further.
Storyboard should be turned in as a powerpoint file (firstnamelastname.ppt)
Revised Storyboard:
One member of your team is responsible for uploading the reviews storyboard in the the correct afs folder (/afs/cs.cmu.edu/academic/class/15465-s14/revised_storyboard).
Assignment 2: Modeling in Maya
Create a fully articulated character model of your own design and animate it
using a skeleton and IK output to rendered images and then a movie.
Your character should convey personality through his/her/its gait
in 150 to 300 frames.
You must use the Render Farm to render your frames.
For assistance the LEARNING AUTODESK MAYA text book has tutorials:
for building skeletons and skinning pp 229 - 259
for animating using IK and trax editor pp. 275 -331
For assistance from online tutorials:
Go to Maya help
In the Search box type "Walking"
Under
Animation, Character Setup, and Deformers
Select
43. Examples: Working with full body IK
There are three examples in this exercise for humanlike body movement
-
Example 1: Bending over to touch the floor.
-
Example 2: Crawling on hands and knees across the floor.
-
Example 3: Walking across the floor.
Lynda Tutorials:
Working with HumanIK Rigs in Maya with Adam Crespi
Character Animation Fundamentals with Maya with George Maestri
Handouts are also available on blackboard for this assignment.
Grading Criteria:
same as Assignment 1 with the following additions
-
animation:
-
foot contact with ground
-
contact appears to be propelling character forward
Assignment 2: Technical Assignment
You will be assigned a second topic from the list provided for Assignment 1 Technical
Assignment.
You must use the Render Farm to render your frames.
Assignment 3: Technical Element
Create a short animation (150-300 frames) that focuses on a technical
element from those listed in Assignment 1: Technical Assignment.
The teams
should discuss each individual's choice for this assignment and use this as an opportunity to test out potential methods
for creating a technical element for your animation project.
You must use the Render Farm to render your frames.
Grading Criteria: same as Assignment 1: Technical Assignment.
Maya Complete is available in both clusters with the various special
packages for Maya 2014.
Animatic:
The animatic should be done entirely within Maya (no hand drawn scenes or
video). It should block out all of the scenes and give you a fairly precise
sense of the timing of the piece. You can create the animatic by moving
unrigged preliminary versions of your models (blocky characters) and
coarsely animating the key actions. Choose the camera angles and animate the
camera moves that you expect to have appear in the final piece. Put in cubes
or other simple shapes to represent the static elements of the scene. Make
sure that the characters move at approximately the right pace so that the
timing of the piece is realistic. For example, you might not animate a
walking cycle but make sure that your character slides along the ground at a
reasonable walking pace. If sound is critical you should have at least an
initial soundtrack to use as an editing reference. Your animatic should
become a "living document" where you add in scenes and characters as they
reach a more complete state for each critique during the rest of the
semester.
The animatic video should be uploaded by a member of your group to:
afs/cs.cmu.edu/academic/class/15465-s14/animatic/yourgroupname
where yourgroupname is one of these options:
Grading Criteria:
- Is the narrative or sequence of events fully nailed down?
-
Are the camera angles and movement for all of shots resolved?
-
Are there solutions for the critical technical elements?
-
Is the look and feel resolved?
-
Audio?
Webpage:
Each team will put together a web page for their project that will serve
as an archival record of your progress. At a minimum, the web page
should include:
-
pictures of the members of the team
-
storyboard and statement of project (both technical and conceptual)
-
model sheet for your characters showing them in key poses
-
each iteration of the animatic that is presented in class or critiqued
The webpage must be turned in on a DVD at the final crit in a form
that can be copied to the web (links should be relative, not global).
Final Project:
The final projects will incorporate technical elements.
We will collect ideas for elements of the animations that might be
enhanced in this way throughout the semester. Here is a preliminary
list:
- Incorporating motion capture data
- Non-photorealistic rendering techniques. See this site for sample scripts.
- Homegrown simulation of passive elements
- Extensive use of fluids, cloth, or fur
- Controllers that use audio to create animation in models.
- Grouping behaviors
Final Crit:
Each team should bring an unmastered DVD to the final crit containing:
-
the completed movie. Use a high quality and common codec such as H264
-
the web page with all links to material local
Each student should also independently send the instructors an
email with a list of what each member of the team contributed to the project
(including their own contribution).
Setting Things Up
You should be able to log into the machines in either CFA or Gates with your andrew ID.
The keys are different under linux than under windows. You can fix some
of these problems by following the instructions here:
go to help/library menu in maya
click installing/linux
go to User notes
go to Linux desktop configuration
follow the instructions from there
We have set up a prefs file to give you most of the menus normally
present under windows when you log in to linux. To set this up:
-
go to your home directory (cd ~)
-
cd maya/2009/
-
rm -rf prefs
-
download the prefs.tgz file put it in ~/maya/2009/
-
tar -zxvf prefs.tgz
Disk Space on Linux boxes
You can render to /tmp on the linux boxes. Those are periodically deleted so do NOT leave
your frames there long term.
Feel free to store things temporarily in those directories. They
are NOT backed up however, so do not leave your source files
there long term without making backup copies.
You can also write to
/afs/cs.cmu.edu/academic/class/15465-s14-users/
to do that, you need to execute the command:
aklog cs.cmu.edu
first.
Accessing the AFS Space
Here are instructions for how to place an icon on your desktop that will allow you to access afs from the CFA windows cluster.
If you have trouble with kerberos tokens timing out while you are rendering on linux, use "krenew" to keep them current for a month.
Here are instructions for how to access the afs
disk space from the Mac cluster (for editing and making movies).
Jessica Hodgins