Week 10 – Rendering and Project Overview

Unit 2.1 Advanced and Experimental 3D Computer Animation Techniques – Project 2, week 10.

Rendering

When rendering, I left plenty of time in advance for this stage and planned on using the renderfarm in order to hasten the duration. Nevertheless, I had a problem when attempting this. I completed my work on my PC and required remote access to use school computers. This is since my computer is too slow to render, and would would be unusable while rendering. So, for a faster workflow, this method works best (I also render during my time in person at the facility). However, when I downloaded my project scene from OneDrive, the rig separated from the model. Due to this issue I was unable to render for a few days while resolving this issue. to use the render farm was required to use the file with Maya 2019 only. Thankfully, I was able to render with Maya 2022, as I used on my pc, using remote access. Leaving me with a way to render. I can attempt to use the render farm for project 1, however while speaking to my tutors and the tech department to resolve the issue, they Indicated that the issue source should be the rig and references. Therefore, I may not be able to use the render farm with project 1 either. I will have to leave enough render time for both projects.

This is how the rig issue looked. At first the whole body separated from the rig, then only the eyes. In Arnold render view, the model did not move even when the body was connected.

Rendering Timing

Since I was not able to use the render farm, the computers I used made about 4 frames an hour. I had three computers running at one time, therefore 12 frames an hour. The rendering took about 1.5 weeks, one extra wasted week due to the issue above. I started early enough to have enough time to render, which benefited me greatly.

Project Overview

Design experience consisted of professionally completed with appropriate format art, which was easily used in my 3D modelling software. By this I refer to the clear art design I made within the preproduction stage. Images with and without colour with front and side view were prepared for the modelling stage. I implemented many professional methods such as this to enhance the efficiency of my workflow.

I faced many challenges and errors, beyond the typical errors for Maya. Some of which were due to new areas of study for me. These occurred during the rigging and rendering stages. While this set me back, it was somewhat within the realms of expectation. I primitively ensured that there was time for set backs although the extended rendering time was an issue.

The areas that challenged me were the advanced rigging and animating techniques that I strived to learn for this project. By doing this, I prepared the necessary skills I will be using for my final major project. Prior to this project I could only rig a biped model manually. At this projects conclusion I have learned how to rig a quadruped, a simple and advanced facial rig manually and using the AdvancedSkeleton plugin. This includes making a biped and quadruped AdvancedSkeleton rig. These are all essential skills and techniques that I have sought to obtain as preparation for my final major project. Additionally, this is the first time I have used depth of field in Maya to change focus settings, while I enhanced this further in premiere using blur masks, I was able to learn another new skill in Maya.

My project evolved much further than my original design, changing and adding key aspects that were implemented to either enhance the themes or the animation itself. In certain instances I was forced to make sacrifices in terms of the intended assets I wished to include. Such as the grass animation and n-cloth ribbon/ leash. In terms of the ribbon, it was omitted because of lack of well thought out experimentation during the early stages of my project. Since the part of the leash that wrapped around the dog’s body protruded too much, including this would have lowered the visual and professional quality of my animation. Conclusively, the omitted items consisted of non essential assets, therefore, did not damage my animation. Nevertheless, the lack of grass animation is disappointing, and will not appear as aesthetically pleasing this way.

My research and experimentation on suggestive interpretation and on-and off-screen interaction to build a presence was extensively deliberated throughout this experimental project. I believe that I have gathered enough information and research conclusions to develop my final major project well. Although there are areas that could be investigated further in the FMP. For example, using a series of versions, trials and errors:

  • Timing- cinematic construction.
  • Reactions- performance.
  • Suggestive information on screen. I should implement mise-en-scene extensively to produce further information on-screen, considering how lacking the off-screen sources need to be to build the story. In addition to this, if there is off-screen dialogue, I should include pholey sounds to build a better image of what the character is doing off-screen.

Through extensive tutor and student feedback cooperation, I was able to grasp at techniques to improve the cinematic direction and end result of each stage. I am grateful to all of those who have helped me get through this project.

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