Monday, December 29, 2014

Retrospective Post #3: Production

Retrospective Post #3: Production

Due to the fact that I am taking Animation I concurrently with 3D Animation Basic, I did not have time to record my experiences and opinions during production.  


PRODUCTION

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Below are a few interesting experiences encountered during production.


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One reason why I was stuck without a group was because I had already begun modelling and no one shared the same interest in train porn as I did.  My reason for sticking to my idea was that I had already begun modelling.  However, when the time came to reuse my older creations, they literally blew up in my face.  I was therefore forced to re-model everything from scratch.   

Later, I learned that this was due to incompatibilities between Maya 2015 and 2014 (I had switched versions halfway through production)
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While setting up rendering for the Interior shot, I encountered a bug where the test renders would show nothing but a black screen.  After multiple phone calls to the instructor, Google panic searches, and general tweaking, I learned, 4 hours later, that the reason for the black screen was because my camera had clipped the wall.  
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During the render process, I was shocked to learn that, instead of the 5 minutes I had originally calculated, each frame was taking between 25 to 90 minutes to render.  In desperation, I tried to fix the sequences mid-render, first by lowering the Final Gather accuracy, and then by disabling it altogether.  I did so under the knowledge gleaned from personal tests that Final Gathering contributes to an 800% increase in rendering time.  However, what I did not know was that, in my desperation to accelerate my plans, I only ended up delaying them further.  These mid-render tweaks, although somewhat successful, ended up creating very different results on different frames--forcing me to literally rerender all of the scenes I had set up.  Had I simply left them all alone, I would have actually saved myself much trouble.  
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Retrospective Post #2: Models

Retrospective Post #2: Models

Due to the fact that I am taking Animation I concurrently with 3D Animation Basic, I did not have time to record my experiences and opinions during production.  


MODELS

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Below is a list of things that I modeled in Maya for my animation.




J-slab ballastless slab track.
Based on real-life Japanese variant of precast concrete trackbeds.

Concrete Sleeper.
Based on generic concrete sleepers.

Tunnel
I figured it would be easier to attain realism in an indoor environment rather than one that is outside,  Tunnels therefore are featured prominently in this production.

Catenary Wire
Modeled with particular focus on technical accuracy.  This model emulates the staggered "zig-zag" of the wires to prevent pantograph wear.

Subway Car
Split into several reference files.

 - Bogie
Wheel Assembly.  Wheels are rotatable.  However, I failed to successfully render rotational motion blur of the wheel bolts.

 - Interior
Working lights.  Wanted to create simulations for hand grips so that they will swing slightly as the train moves, but feature was ultimately left out due to time constraints.


 - Pantograph
Electric current collector mounted on the top of the train.  Modeled to be technically accurate.  I intended to rig this so that the arm could be raised and lowered, but ultimately did not succeed due to bugs and time constraints.


Sunday, December 28, 2014

Retrospective Post #1

Retrospective Post #1: Inspiration

Due to the fact that I am taking Animation I concurrently with 3D Animation Basic, I did not have time to record my experiences and opinions during production.  


INSPIRATION

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There is one good thing that comes from taking three Animation-related courses in one semester.  With so much information on different topics and aspects of animation, one can quickly see the strengths and weaknesses of each animation subgenre.  In both Animation I, as well as Understanding Animation, both courses have highlighted the challenge of preserving mass and hard-geometry in traditional hand-drawn animation.  This means that inanimate, non-deformable objects are easier to animate via computer than hand-drawn animation.  

Inversely, the opposite is true regarding character animation; animating 3D characters is much, much more challenging.  Deformable faces, rigging, hair;organic themes that hand-drawn art thinks little about suddenly become nightmares in Maya.

This is why I am focusing mostly on non-deformable objects.  Complex machinery such as railway bogies and pantographs benefit from the precision of computer animation.  


I've been particularly inspired by videos advertising the technical complexity of trains...


As well as their aesthetic value...


I want to emulate Makoto Shinkai's technique of using railway scenery to convey the story.  




Wednesday, October 8, 2014

Introduction and Opening Remarks.

This blog will document my attempts to create 3d models for SM2231 3D Animation (Basic), and also as an extension of my personal art project RCT-HSR Consortium. It has been decided that the main focus of my project will be on the details and technical accuracy of the said models (particular in their later intended usage inside a real-time 3D graphics engine).

 As of now, it remains unclear whether this project will have any collaborators (as no classmates have expressed interest in working with me). In any case, my role is cemented as a 3d modeller. Any other members who join will be primarily focused on character animation and rigging. Thus, the participation of secondary parties will only determine the existence or absence of animated characters within the animation clip.

 That being said, the main goal of this project is to build the following (rated by importance):

1. Catenary models (minimum: two main prototypes for conventional railways and high speed rail)
2. Trackbed models (minimum: new "J-slab" and "RHEDA-2000" ballastless slab track profiles for HSR; conventional sleeper/ballasted track profile for conventional railways.
3. Creation of viaduct and bridge pieces.
4. Creation of terrain.
5. Creation of HSR/Transportation Hub
6. Creation of urbanized environment (road bridges, buildings) Collection of reference source materials can be found here: