Friday 18 November 2011

The Chess Player: 500 Word Evaluation

The first project I was set this term was to produce a short animation that was at least thirty seconds where a conflicted self-defeating chess playing machine takes place.


At first this project seemed extremely daunting as I felt that I lacked the skills that were required to produce such an animation but over the last six weeks, I have learnt about hierarchy, environmental design e.g. lighting and texturing, as well as the importance of camera angles and sound. It took me a while to get to grips with the rigging of the robotic arm so that it worked exactly like a human arm but after a number of attempts I vastly improved and managed to produce a simple arm with three different types of joints. I included eyes on both my characters as I felt it gave them more of a carton feel and directed the audience’s attention to certain parts within the animation and it gave it a humorous feel. I found the actual modeling of the arm quite simple to put together, using the different tools within 3DS Max allowed me to recreate the arm in 3D to the one I designed on paper.


The next stage of producing my animation was to model the chess pieces. All I knew before was to model them using the ‘Lathe’ tool but after a lecture on modeling I had a better understanding of a new and more advanced technique to produce higher quality pieces, which in the end improved my overall outcome dramatically. I also included eyes on my horses to continue the sense of humor and their own personality.


Another vital part to my animation was the environment. For my animation I wanted to keep it quite simple so that all the attention was focused on the board and the characters, therefore I used an Omni light to act like a spotlight over the game. The texturing I used was to have a classic look for the board and pieces, so therefore I used a marble and polished concrete bitmap to obtain this effect which I believe worked well. As for the arms, I gave one a rusty bitmap with red eyes to represent old and evil and the other a shiny metal bitmap with blue eyes to represent new and good. Both of which I would say are clearly evident for the audiences perspective. I used a number of camera angles, including panning, close-ups and still improved the quality of the animation further and keeps the audiences interested. For the sound I didn’t use much as I felt it was not necessary throughout the animation, however I did include a few which I think enhanced the storyline.


Overall, my skills have improved greatly over the last six weeks and I am exceptionally pleased with the final outcome. I feel the storyline is obvious to the audiences as well as having a comedy twist. I have learnt many things from hierarchy and rigging to modeling and lighting. All of these are vital for the vocation I wish to follow in animated films and advertising as these projects allowed me to gain a better understanding of character and environment design all of which will be relevant for my future career.

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