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Technical Director 2014

Technical Director 2014



[1] A WEB-BASED ANIMATION AUTHORING APPLICATION FOR QUADRUPEDAL CHARACTERS
• This is a lightweight tool designed to provide a simple, intuitive system that allows animators to quickly create expressive animation for quadrupedal characters. The system procedurally generates animation in real-time by interpolating between sinusoidal basis functions that describe sample motions. It gives the user complete control over the configuration of the rig and a small set of gait parameters. Once the user has completed creating their animation they can export it to a text file. A Python script is provided on the webpage to recreate the animation in Autodesk Maya.
• The system also includes administrator tools used to automate the process of adding motion data to the online database and updating the sample sources for gait generation.
• Software: Unity 3D, Autodesk Maya, Heroku, MySQL Workbench
• Languages: C#, Python, JavaScript, PHP, MySQL

[2] POSE MANAGER
• The pose manager allows animators to store frequently used poses and load them back onto a character rig. A pose can not only be used within its original file, but also across different files which can help maintain continuity between shots. A library of poses is retained for each of the animation’s three characters. Available libraries are dynamically determined by which characters exist in the current scene.
• Software: Autodesk Maya, Qt Designer
• Language: Python

[3] RIG GUI
• This graphical user interface is made to assist animators as they interact with character rigs. Not only does the interface provide quick selection buttons for the controls of the rig, but it also supplies the animator with additional buttons to aid their workflow such as adding a keyframe or zeroing out a control. The window allows for interaction with multiple characters and will dynamically update itself depending on which characters exist in the scene.
• Software: Autodesk Maya
• Language: PyQt

[4] RAY TRACER
• My ray tracer is capable of rendering single frames or batch rendering an animation. Scene descriptions are written in external text files and parsed by the ray tracer before rendering. I implemented an OBJ parser and wrote a KD-tree to allow for faster rendering of dense geometry.
• Features: Lambert, Phong, Gooch shading, raytraced shadows, normal mapping, texture mapping, specular reflection, refraction, iridescence, environment mapping, linear & radial motion blur, depth of field, translucence, glossiness, color bleeding, environmental illumination, ambient occlusion
• Language: C++

[5] PHYSICALLY-BASED SIMULATIONS
• Each of these three simulations was written in C++. The particle system randomly assigns each particle to a vertex on a sphere. The particle is colored depending on the vertex it is attracted to. The final simulation is displayed using OpenGL. The rigid body and cloth simulation data was imported into Maya and applied to geometry to be rendered with RenderMan.
• Software: Autodesk Maya, RenderMan
• Languages: C++, OpenGL

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tags: reel,tools,td,animation

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