Wednesday, December 9, 2009

Moving our Camera: 
We are now ready to move our camera through the 3D space (our room).
The most important thing to do, is to make sure you have your camera pass over all the other animations going on around your room.  First thing you should do, is write down where all your individual animations start. Secondly, when moving your camera through your room, mark down key frames in a limited manner;
let Cinema 4D fill in the gaps, as this allows for smoother camera movement; the more key frames you have the faster and jerkier your camera movements will be.  Third, focus on telling a story with the camera; fly around the room and spend time looking at every object with the camera.

Call me over when your done and we will render your movie out.


Monday, December 7, 2009

Game Of The Day:
http://www.vivalagames.com/play/idiottest/


Questions:
- Describe your experience playing the game. Was it challenging?
- What were some of the things this game was designed to test?
- Describe some of the ways the game tries to 'trick' you.


Today we will take a break from our rooms and focus on special effects. I gave you a bit of a lecture on "PARTICLE EFFECTS" and their purpose in 3D cinema. Cinema 4d offers us the power of using "Particle Effects" without having to go to another application like After Effects. The first things we need are "Emitters", these can be reduced in size and made to flow at any angle. Emitters are essentially ready to go, but first you need to parent an object to them before you can actually see the emitters working. You can even parent lights to these emitters for explosion or fairy dust type effects, just don't forget to add a lens to the light by looking in its lighting attributes. Effecters are contained in the same menu as the emitters, and they help direct emitter particles in specific ways.
Last thing we did today was create text by going to the spline menu and grabbing the text tool. Everything for the text can be controlled from the attributes menu (font change, size etc). Just make sure you parent the text to an extrude nurb after that, to give it 3D depth.

Monday, November 30, 2009

Game of the Day: 

Questions:
- Describe your experience playing the game. Did you find it difficult to figure out what to do?
- What were the most enjoyable and frustrating parts of the game?
- What type of game would you classify this as (what genre[s]), and Why?


All the rooms are looking good and we can finally start animating the objects in our room. We need to make sure we give ourselves room at the beginning of the time line so we can have enough time to run the camera up to all of the objects. Most of you will have about 300 frames of animation; please make sure you have enough space in your time line for all your frames. If you need to add frames,
type the number you desire in the bottom-left hand corner of the time line.  Also, make sure you only animate one object at a time; if you have multiple animations going off at one time, the camera will not be able to pick up all of the moving objects.


Monday, November 16, 2009


Game Of The Day:
http://www.onemorelevel.com/game/kerixep

Questions: 
- Describe your expirience playing the game. Was it challenging?
- Did you use a certain strategy to pass the harder levels? If so, please describe it.
- What other puzzle games may this game have been inspired by? Please elaborate.

Monday, November 9, 2009

No Game For Today.

I'm seeing great things from all of you; I'm excited about how these rooms are coming together.There is one last Nurb that I want to teach you that might help with some of the assets in your room. I'm seeing a lot of you add curtains and various other fabrics to your space; using Bezier Nurbs will help you really create geometry that will look and act like cloth. First, we must put down a bezier nurb; unlike all the other Nurbs, Bezier Nurbs doesn't require us to parent them to anything, all we do is drop down the bezier nurb and get to work. First you want to make the Bezir contain enough segments appropriate for your specific needs. Then you need to select rows/columns of points to simulate wrinkles in your fabric. After that, all you need to do is pull the points on their axis and you will see the wrinkles form before you. Right click and get the brush tool for fine-tuning a more realistic, controlled look.

Wednesday, November 4, 2009

Game of the Day:
http://www.nekogames.jp/mt/2008/01/cursor10.html


Questions:
- Describe your experience playing the game. Was it difficult to figure out?
- Have you played any other games similar to this one before? If so, describe them.
- If you could, how would you improve this game?


Our rooms are looking good. Some of them are starting to really come together and it shows how much you all have learned about 3D; and soon, we will be on our way to implementing this geometry into our games. I want to start out by making sure we use our lights to add dimension and shadows to our scenery. Make sure that when you add light, you turn on "shadows" under the light's attributes in order to create realistic lighting effects. Also, I am seeing a lot of unorganized files; please makes sure you connect all your geometry and label it properly, and keep all items parented to the main object.Lets continue making assets and realize our future in 3D.








Artwork by Rosie Byers, Kristine Nodalo and Anais Garcia:

Wednesday, October 28, 2009


No Game For Today... We're going straight into asset making.


Last class, we started out by learning a few more ways to build assets in Cinema 4D.
The first thing we learned is Extrude Nurbs; We are all very familiar with the extrude tool by now, but extrude nurbs take it to another level by allowing us to extrude any shape we desire. First we use a spline to create the shape we want to use, but we must also make sure that the shape we create has no open ends. After that, all we need to do is drop the spline on the extrude nurbs and we have our shape as a 3d object. Then, we also learned about:


Grouping objects: We learned a couple different ways to do this based on how your object is set up. If we have a boole, we need to do "current state to object" (under "functions" in the menu ), otherwise, we just select everything and go to "object" in the object menu and select "group object" in general for our 3d models.



Selecting objects: Using the lasso tool allows us to select objects in a specific way; always be aware of the "select visible element only" option under the attributes menu of the lasso. Pay attention as to whether this should be checked or not (depending on what you want to select).


Loft Nurbs: This is the last of the Nurbs; for this one, all we need to do is create some splines and loft nurbs will simply connect them together.










Room Size: Moving forward on our 10 year room project, we need to make a 800x500x800 room and start placing our assets inside it. Make sure that you have a sky, a floor and windows, but remember that we are only ever going to see the inside of the house, so don't focus on the exterior too much.