- Files and Folders:
- Work on the enfuzion drive and not on your H drive.
- When you create a new project, place it on the enfuzion drive in the folder: \ids252Sp11\lab4\WorkSpace\#_your_name.
- Include an "images" subfolder in your project (see previous lab for more detail).
- When you have completed the lab, please copy your final animation
over to the folder: \ids252Sp11\lab4\FinalAnimations
- Make sure that the name of your final animation starts with your last name.
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Tutorials: In Maya, go to Learning Resources, Tutorials,
Getting Started with Maya, and finally within that go to Animation.
Work through the lesson:
- Lesson 5: Inverse Kinematics. The file IK_MechArm.mb that you need for this tutorial can be found on enfuzion
in the folder \ids252Sp11\Resources\GettingStarted\Anim.
Before starting, be sure to copy this file into your own project folder.
Note, this lesson will not be collected.
Music Assignments: You will find 10 second music loops in the folder \ids252Sp11\lab4\MusicLoops.
Below are the assignments:
| Jose | 10 sec.LoopAHFinal.aif |
Qiana | BH_10secLoop.aif |
| Lucas | Bounce 1 MS.aif |
Tim | TMloopMN.asst2.aif |
| Alex F. | DD_ASST2.aif |
Andrew | DD_ASST2.aif |
| Elizabeth | MIDI Loop _ pre master.aif |
Dylan | NA_LOOP1.aif |
| Daniel K. | RA_asst2_master.aif |
Tommi | TJB_ASST2_Loop Bounce.aif |
| Aaron | TL_Assignment 2.aif |
Chris | Fj_Assn2.aif |
| Torsten | BH_10secLoop.aif |
Alex P. | 10 sec.LoopAHFinal.aif |
| Jen | CRWJ_ASST2_MASTER_FIXED.aif |
Georgia | NA_LOOP1.aif |
| Daniel W. | Bounce 1 MS.aif |
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Loading Music into Maya:
- It is assumed that you already have your project created and have copied your sound file into this project.
- Below are the key things that you need to do.
Note, more detailed directions for importing sound files can be found in the Maya Help (do a search on "import an audio file")
:
- Before you begin, remember to set the frames-per-second (fps) to 30. To set the fps, go to the main Maya menu, choose Window;Setting/Preferences;Preferences....
In the Preferences window, click on Settings. In the pull-down menu
labeled Time, choose NTSC (30FPS).
This sets the animation to 30 frames per second (fps).
- While still in the Preferences window, click on the Time Slider category.
Where is says "Playback Speed", select "Real-time (30fps)".
Note, if you don't do this, you won't be able to hear the sound. Click the Save button to exit.
- To load in a sound file, go to File;Import... from
Maya's main menu. Select the sound file you copied into your project folder (if your project is not set, Maya will
place you in the wrong folder. You should always set the project).
- To see the sound wave in the timeline at bottom of
Maya window, right click on the timeline, choose Sound, and select the name
of your sound file.
- You need to expand the time range slider so you can see the entire sound wave. To do this,
right click on the time slider and choose "Set Range to -> Sound Length". The length should be
very close to 300 frames if the sound is 10 seconds long.
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Adding Sound to the Animation: To add sound to the final quicktime animation, you will need to load the sound
file into Adobe Premiere elements along with the image frames. The frames are dragged down to the video track and the audio needs to
be dragged down to the audio track. Make sure the video and audio are properly aligned. Generate the quicktime as you did in the last lab.
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Creating Your 10 Second Animation Loop: Listen to the sound multiple times to develop a sense of the movement and feeling of the music. Based on this,
create an animation that is your response to the music (remember, there is no right or wrong).
As in the last lab, your animation should be a loop, i.e. it's end should transition seamlessly back into the beginning. Be prepared to
discuss how you applied at least several of the animation principles listed below. Refer to
UW Principles for detailed explanations.
- Squash & stretch
- Anticipation
- Staging
- Follow-through
- Overlapping action
- Slow-in, slow-out
- Arc vs linear motion
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- Secondary action
- Timing
- Exaggeration
- Knowledge of technique
- Observation and translation
- Appeal
- Imagination
|
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Using a Rigged Character: If you wish, you may use the rigged character bloke (bloke_v2.3.ma), whose maya file may be found in
the folder \ids252Sp11\Resources\RiggedCharacters. You need to copy the file over to your project.