Saturday, October 18, 2003

Multimedia Presentations Class
Multimedia: Concepts and Practice - Stephen McGloughlin
Chapter 7 - Multimedia Building Blocks: 3D Modeling and Animation

1) Chapter Overview
   a) We will learn modeling
      i) Though it is more precise then sculpting
      ii) We have fewer tools to work with
   b) Software that is available
      i) Caligari's trueSpace
      ii) New Tek's LightWave 3D / Inspire 3D
      iii) Kinetix's 3D Studio
      iv) MetaCreation's Infini-D
      v) Ray Dream Studio / Carrara
      vi) EIG.SYS's Poser
      vii) Corel's Bryce
      viii) Template Graphic's 3Space Publisher
   c) All of this used to be done by hand on celluloid from which we get the term cel.
2) What is 3D
   a) Depth Perception
      i) The main thing in a 3 D image is a sense of perspective.
         (1) Things get smaller as they go back
         (2) There is shading to indicate a light source.
      ii) How is it done
         (1) Create a shape
         (2) Apply shading
         (3) Introduce light and shadow (sometimes combined with first step)
      iii) Shading
         (1) Darker areas on the figure that is farther away from the light source
         (2) Lighter colors on the surface that is closer.
      iv) Shadows
         (1) Happens when an object is between a light source and surface
         (2) Process called raytracing determines where the light source is and figures out where each ray of light would go, what it would bounce off of and where it would create brightness and shadows.
3) Overview of Computer Animation and Video File Formats
   a) Output File
         i) The still or animated rendering of the image you created.
         ii) Most programs can provide a snapshot image in standard flat file format
         iii) If you want to be able to use your animated images elsewhere they should be stored in standard file like AVI (Windows) or MOV (Apple Quicktime) as these work on web well also. Sometimes AutoDesk's FLI is also usable.
         iv) Programs also store in their own formats which will be good for generating them again or making changes needed.
   b) 3D Data Storage File
         i) Most programs store as proprietary formats
         ii) There are a few standards
            (1) AutoDesk DXF
            (2) 3D Studio 3DS
            (3) Alias Wavefront OBJ
            (4) VRML WRL files
         iii) These formats do not contain the data to recreate or edit your projects.
4) Tips for effective 3D Graphic Generation and Manipulation
      a) Know what format your development tools can use and make sure they can 'talk' to each other.
      b) Decide if you want to model your own objects or use someone else's. (clip art type libraries).
      c) Make sure that your computer has resources to do the job
         i) Memory
         ii) Speed
         iii) Hard Drive space.
      d) Allow for time to get the job done
      e) Do Not overcomplicate the scene
      f) PRACTICE, PRACTICE, PRACTICE, and then PRACTICE some more.
      g) You are not rendering just one image but many in a movie file. Be aware that will take time and make adjustments for the non critical items.
      h) Keep it Small and Simple.
5) Feedback Animation
   a) When a user clicks a button and the program is loading you need to give them feedback that something is happening.
   b) You could use two frame animation or multiple frame animation to give them some eye candy to look at.
   c) Using the rendering program you could create each frame individually and build them into your multimedia program
6) Computer Generated Video
   a) Programs generate images as series of images or a digital video clip.
   b) Once you get a series of keyframes, tell the animation program which ones are which and then it will try to generate the images needed that go between them.
   c) This process is often called 'tweening" from the word between.
7) Internet Considerations
   a) File Size - critical as file must be downloaded before it can play
   b) Streaming - a way of starting the image downloading and then start it playing while more of the file is coming
   c) No matter which is used it is best to keep it short and simple.
8) Rendering and Rendering Options
   a) Rendering is the act of making the images and making them into a single or multiple images set.
      i) More you add to it the more time it will consume.
      ii) Image is created in a top to bottom motion.
   b) It is possible to add other options to this that will add time AND realistic effects.
      i) Motion Blur
         (1) Film cars going around a race track and grab one frame
         (2) Chances are the car will be going to fast and it will be a blur
         (3) Freeze a rendering and the car will be perfectly focused
         (4) Add motion blur and the results are more realistic
         (5) Generally 3 before and 3 after the frame are rendered and then blurred together. This increases rendering time 7 fold.
      ii) Depth of field rendering
         (1) Just as in real life eyeballs and as done in the movies it is possible to bring the foreground out of focus while focusing on the background, or vice versa.
         (2) Adds realism but also rendering time.
      iii) Special effects plug-ins.
9) Avoiding Pitfalls
   a) Leave time at the end of your project. Finding mistakes means you have to re-render the images
   b) Do not be taken in by the pricing on either end of the spectrum when it comes to software (read reviews in magazines).

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