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Virtual Environments Group

Friday, 9 December 2011. Tuesday, 6 December 2011. The group made a decision to split up the animating element of our final composition. We hoped to achieve and learn new animating techniques and successfully implement new practices. We broke all of our sections down into scenes to help compact the workload and spread it out amongst us so that we would be able to share the animation as a group. Our scenes were set at 25 fps and rendered uncompressed with HD resolution 1280x720. We had to scale down some ...

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Virtual Environments Group | finchingfielddesign.blogspot.com Reviews
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Friday, 9 December 2011. Tuesday, 6 December 2011. The group made a decision to split up the animating element of our final composition. We hoped to achieve and learn new animating techniques and successfully implement new practices. We broke all of our sections down into scenes to help compact the workload and spread it out amongst us so that we would be able to share the animation as a group. Our scenes were set at 25 fps and rendered uncompressed with HD resolution 1280x720. We had to scale down some ...
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Virtual Environments Group | finchingfielddesign.blogspot.com Reviews

https://finchingfielddesign.blogspot.com

Friday, 9 December 2011. Tuesday, 6 December 2011. The group made a decision to split up the animating element of our final composition. We hoped to achieve and learn new animating techniques and successfully implement new practices. We broke all of our sections down into scenes to help compact the workload and spread it out amongst us so that we would be able to share the animation as a group. Our scenes were set at 25 fps and rendered uncompressed with HD resolution 1280x720. We had to scale down some ...

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finchingfielddesign.blogspot.com finchingfielddesign.blogspot.com
1

Virtual Environments Group: GROUP MODELS:

http://www.finchingfielddesign.blogspot.com/2011/11/group-models.html

Monday, 28 November 2011. New Techniques Used: Swift Looping, UVW Mapping, Text Spline. The other members of the group worked on the items for the interior of the guildhall. I then placed these items inside the model. Subscribe to: Post Comments (Atom). Watermark template. Powered by Blogger.

2

Virtual Environments Group: Meeting 6:

http://www.finchingfielddesign.blogspot.com/2011/11/meeting-6.html

Friday, 25 November 2011. GROUP: Commenced Animation;. Split the scenes into various segments and created partnerships in groups of 2 to commence animating. Hong and Jack began to work on opening (table scene) - camera work and detail. Andrew and Steve began implementing the slice technique and animating the (buliding visualisation scene) - camera work and detail. Model Interior Items as Designated:. Person - Biped Rig. Continued Placing of Items. 30 November 2011 at 05:12.

3

Virtual Environments Group: December 2011

http://www.finchingfielddesign.blogspot.com/2011_12_01_archive.html

Friday, 9 December 2011. Tuesday, 6 December 2011. The group made a decision to split up the animating element of our final composition. We hoped to achieve and learn new animating techniques and successfully implement new practices. We broke all of our sections down into scenes to help compact the workload and spread it out amongst us so that we would be able to share the animation as a group. Our scenes were set at 25 fps and rendered uncompressed with HD resolution 1280x720. We had to scale down some ...

4

Virtual Environments Group: FINAL ANIMATION VIDEO

http://www.finchingfielddesign.blogspot.com/2011/12/final-animation-video.html

Friday, 9 December 2011. Subscribe to: Post Comments (Atom). Watermark template. Powered by Blogger.

5

Virtual Environments Group: GROUP ANIMATING

http://www.finchingfielddesign.blogspot.com/2011/12/group-animating.html

Tuesday, 6 December 2011. The group made a decision to split up the animating element of our final composition. We hoped to achieve and learn new animating techniques and successfully implement new practices. We broke all of our sections down into scenes to help compact the workload and spread it out amongst us so that we would be able to share the animation as a group. Our scenes were set at 25 fps and rendered uncompressed with HD resolution 1280x720. The scenes were broken down as follows:. We had to ...

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abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: Finishing the animation

http://abonnington-virtualenvironments.blogspot.com/2011/12/finishing-animation.html

Tuesday, 6 December 2011. Once the animation was finished some problems were spotted so they were fixed and re rendered. The section where the camera zooms out from the guildhall model was redone as the lights were not the same in the file that was being used. We thought that it would be easier to reanimate this section than to try to fix the lighting in the other file. Multiple scenes had to be re rendered due to problems of 3ds max crashing when rendering and the loss of files. View my complete profile.

abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: December 2011

http://abonnington-virtualenvironments.blogspot.com/2011_12_01_archive.html

Friday, 9 December 2011. Second scene building grow. Thursday, 8 December 2011. I think that as a group we worked well and we are pleased with the result. I think that the idea turned out well as it was a bit more interesting than just a standard walk-through. The walk-through section that we created for the second part of the animation was also a bit different as it has the character walking through the scene with the camera rather than just having the camera moving through the building on its own.

abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: Second scene building grow

http://abonnington-virtualenvironments.blogspot.com/2011/12/second-scene-building-grow.html

Friday, 9 December 2011. Second scene building grow. Subscribe to: Post Comments (Atom). Second scene building grow. View my complete profile. Simple template. Powered by Blogger.

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Virtual Environments: Guildhall walkthrough

http://abonnington-virtualenvironments.blogspot.com/2011/12/guildhall-walkthrough.html

Tuesday, 6 December 2011. The biped that had been created and used earlier in the animation was used during the walkthrough section of the animation. Footsteps were used to move the character through the guildhall and the camera was animated to follow the character. The biped walks through the rooms in the guildhall to show what the renovated guildhall will look like. Finally the camera takes a look around the outside of the guildhall to show the complete outside of the building. View my complete profile.

abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: Finishing the project

http://abonnington-virtualenvironments.blogspot.com/2011/12/finishing-project.html

Tuesday, 6 December 2011. The video files were brought into Premiere Pro to join all the separate scenes together and to add the soundtrack. The uncompressed footage took up a lot of space and made it difficult to work with the files. After putting the video together we thought that the first 1 minute section worked well just by itself so we tried a version with only this section as well as creating one with the final animation. Subscribe to: Post Comments (Atom). Second scene building grow.

abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: Update

http://abonnington-virtualenvironments.blogspot.com/2012/01/update.html

Thursday, 26 January 2012. This blog was created for the virtual environments module and so this blog is no longer updated. A new 3D character animation can be found here: http:/ abonnington-3dcharacter.blogspot.com. 3D Modelling and animation: http:/ abonnington-3d.blogspot.com. My blog here: http:/ andrewbonnington.blogspot.com. Learning and skills development for HE and work: http:/ andrew-bonnington.blogspot.com/. Subscribe to: Post Comments (Atom). View my complete profile.

abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: October 2011

http://abonnington-virtualenvironments.blogspot.com/2011_10_01_archive.html

Friday, 28 October 2011. Continue modelling the guildhall. After having modelled the basic shape of the guildhall we got hold of some more detailed plans. I brought these into 3DS Max and adjusted the model slightly where the new reference images were different to what I had modelled. The two floors of the model now fitted better together. There were lines drawn on the ground floor plan that could be used to help line up the top and bottom floor. Thursday, 27 October 2011. Next I added an extrude modifie...

abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: January 2012

http://abonnington-virtualenvironments.blogspot.com/2012_01_01_archive.html

Thursday, 26 January 2012. This blog was created for the virtual environments module and so this blog is no longer updated. A new 3D character animation can be found here: http:/ abonnington-3dcharacter.blogspot.com. 3D Modelling and animation: http:/ abonnington-3d.blogspot.com. My blog here: http:/ andrewbonnington.blogspot.com. Learning and skills development for HE and work: http:/ andrew-bonnington.blogspot.com/. Subscribe to: Posts (Atom). View my complete profile.

abonnington-virtualenvironments.blogspot.com abonnington-virtualenvironments.blogspot.com

Virtual Environments: Rendering the animation

http://abonnington-virtualenvironments.blogspot.com/2011/12/rendering-animation.html

Tuesday, 6 December 2011. We started to render the animation to see what it looked like and what we still had to do while we were still working on the last part of the animation. Before rendering at the final high quality resolution we first rendered a low quality test animation to check what it looked like. We adjusted the lighting so that the scene was brighter but then had to adjust the other scenes for continuity. Another problem with lighting occurred when unit less not ticked when standard lights w...

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Virtual Environments Group

Friday, 9 December 2011. Tuesday, 6 December 2011. The group made a decision to split up the animating element of our final composition. We hoped to achieve and learn new animating techniques and successfully implement new practices. We broke all of our sections down into scenes to help compact the workload and spread it out amongst us so that we would be able to share the animation as a group. Our scenes were set at 25 fps and rendered uncompressed with HD resolution 1280x720. We had to scale down some ...

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