WEBVTT 1 00:00:06.480 --> 00:00:12.960 Hello and welcome back to the animation course on Swayam platform. In this session, 2 00:00:12.960 --> 00:00:18.880 we will learn about the Production Pipeline of 3D animation using Autodesk Maya application. 3 00:00:20.160 --> 00:00:26.800 Animation is a field of art or science that has the capability to impart life to 4 00:00:26.800 --> 00:00:33.360 non-living characters. Basically, it is based on the phenomenon on persistence of vision 5 00:00:33.360 --> 00:00:36.400 that allows the visual illusion to the objects. 6 00:00:37.200 --> 00:00:45.440 So in single line, we can say animation is the illusion of motion. 3D animation has become a 7 00:00:45.440 --> 00:00:52.240 vital part in film, television and the video games. And it is becoming an integral part of 8 00:00:52.240 --> 00:00:59.200 other industry that may not have found it all that useful at first, field such as medicine, 9 00:00:59.200 --> 00:01:03.840 architectural and even forensic are now using the 3D animation. 10 00:01:05.520 --> 00:01:12.000 In addition to use for entertainment purpose, it is considered as a form of art. 11 00:01:13.200 --> 00:01:19.120 It is an art that is often display and celebrated in the film festival all over the world. 12 00:01:20.480 --> 00:01:27.200 It is also used commonly for educational purpose as it has a big place in the learning and 13 00:01:27.200 --> 00:01:34.400 instructional application. To really understand the size of 3D animation, you must understand the 14 00:01:34.400 --> 00:01:41.920 mathematics behind it. 3D animation consists of varying properties of a three dimensional scene 15 00:01:41.920 --> 00:01:48.400 defined in a numeric quantities. A 3D model can change properties such as position, 16 00:01:49.120 --> 00:01:58.080 rotation, scaling and the surface *. An animated 3D scene is a defined by the change 17 00:01:58.080 --> 00:02:04.720 of this scientific properties through time. We can do the animation with several methodology. 18 00:02:05.520 --> 00:02:12.480 Some are traditional animation. In traditional animation, illustrators draw picture on a 19 00:02:12.480 --> 00:02:18.240 straightforward bit on a paper, fit it on to the light box, utilizing by the color pencils. 20 00:02:19.120 --> 00:02:25.600 Animators usually test animations with rough drawings to see how many frames they would 21 00:02:25.600 --> 00:02:30.880 need for the animation. The animation process of traditional animation is time 22 00:02:30.880 --> 00:02:38.480 taken and expensive also. Once the drawings and clean ups and in between frames are completed, 23 00:02:38.480 --> 00:02:44.720 the production would move on to the capturing each individual sketches. But, nowadays 24 00:02:44.720 --> 00:02:51.840 traditional animation can be done on a computer pen tablet and it doesn’t require the photography 25 00:02:51.840 --> 00:02:56.320 of each and individual frames. There are several application 26 00:02:56.320 --> 00:03:03.440 available into the industry which you can use for the traditional animation purpose. For example, 27 00:03:03.440 --> 00:03:09.520 TV Paint. It is a free animation software. Second you can use the Toon Boom Harmony. 28 00:03:10.240 --> 00:03:18.240 Toon Boom Harmony offer a user friendly set of animation program that has capability for advanced 29 00:03:18.240 --> 00:03:25.280 rigging system, the frames and also camera tools. You can use the Adobe Photoshop also. 30 00:03:25.840 --> 00:03:31.840 Usually photoshop is often overlooked when considering as an animation software, 31 00:03:32.400 --> 00:03:39.680 but it is really powerful drawing capability which makes it a great choice for frame by frame 32 00:03:39.680 --> 00:03:46.320 Disney style animation. Second methodology, you can go with a 2D vector based animation. 33 00:03:47.680 --> 00:03:53.760 The 2D vector based animation is used when referring to the traditional hands on animation 34 00:03:53.760 --> 00:03:59.840 with integration of computer vector animation that adopts the technique of traditional animation. 35 00:04:00.640 --> 00:04:06.920 2D vector based animation means the computer generated 2D animation. It uses the same work 36 00:04:06.920 --> 00:04:12.960 flow as traditional animation. But it gives you the benefit from the lack of physical 37 00:04:12.960 --> 00:04:19.440 item needed to make the traditional 2D animation with availability to the computer interpolation 38 00:04:19.440 --> 00:04:26.880 to the same time. You can use the Adobe animate. Earlier the Flash software or Toon Boom Harmony 39 00:04:26.880 --> 00:04:32.320 were 2D vector based animation. Then third option of animation could be 40 00:04:32.880 --> 00:04:38.880 motion graphics. Motion graphics is a quite different from the other type of animation. 41 00:04:39.680 --> 00:04:47.280 It is not character or a story driven animation. It is the art and the science of creatively moving 42 00:04:47.280 --> 00:04:55.680 and animating the graphics element or text. It is usually for visual presentation or a * video 43 00:04:55.680 --> 00:05:00.480 or the commercial advertisement, or it could be used for the promotional purpose also. 44 00:05:01.840 --> 00:05:06.080 Adobe after effect is the most common software for 2D motion graphics. 45 00:05:06.880 --> 00:05:13.920 But for 3D motion graphics, generally you can use the cinema 4D or the Autodesk Mass application. 46 00:05:15.360 --> 00:05:21.640 Next animation option could be the stop motion. Stop motion animation is also referred as the cut 47 00:05:21.640 --> 00:05:28.320 out animation or clay animation. Stop animation is turned by taking the photo of the object and 48 00:05:28.320 --> 00:05:34.000 the moving just a little bit with a new pose or position and taking another photographs, 49 00:05:34.560 --> 00:05:41.920 then process repeated simultaneously and when the photos playback into the sequence it gives 50 00:05:41.920 --> 00:05:48.640 an illusion of motion called animation. And next and most advanced technology is 3D 51 00:05:48.640 --> 00:05:56.880 computer animation. 3D computer animation is also refer as a CGI or computer graphics imagery. 52 00:05:56.880 --> 00:06:04.400 There is a famous quote by John Lasitar, computers doesn’t create the computer animation and 53 00:06:04.400 --> 00:06:11.520 any more than pencil creates pencil animation. What creates computer animation is the artist. 54 00:06:13.120 --> 00:06:16.320 The animation is completely different than traditional animation. 55 00:06:16.960 --> 00:06:24.000 The 3D animation require an understanding of the same principle of movement and composition. But, 56 00:06:24.000 --> 00:06:29.920 they also require the technical skill while traditional animation require you being an 57 00:06:29.920 --> 00:06:37.120 amazing draftsman but the 3D computer animation doesn’t. 3D animation is more similar to playing 58 00:06:37.120 --> 00:06:43.280 with a puppet rather than a drawing. There are a number of other distinct process 59 00:06:43.280 --> 00:06:50.640 that require to produce a computer animation. Often, this must be accomplished in a specific 60 00:06:50.640 --> 00:06:58.720 order and this is called the pipeline. There are three stages of animation production pipeline. 61 00:06:58.720 --> 00:07:06.800 First is the pre-production, second is the production and third one is the post production. 62 00:07:07.360 --> 00:07:16.400 In pre production stage, we do planning about the story, concept, character, the pre-production 63 00:07:16.400 --> 00:07:24.000 team will take its time to make sure to tell an engaging story with interesting characters. 64 00:07:24.640 --> 00:07:32.240 So in pre-production stage, our entire planning stage should be executed. After completion 65 00:07:32.240 --> 00:07:37.840 of pre-production stage, now it is time to the production stage. So in production 66 00:07:37.840 --> 00:07:47.440 stage, we do create the 3D elements for movies, games or video. There are seven main stages of 67 00:07:47.440 --> 00:07:54.720 animation production pipeline. First is the modeling. In modeling, we do the 68 00:07:55.520 --> 00:08:03.600 model as per reference which we had created into the pre-production stage. So by default, 69 00:08:03.600 --> 00:08:10.800 when we do any model in any 3D application, usually its generate into the grey color. 70 00:08:11.360 --> 00:08:17.760 After modeling stage, it requires to put some colors onto that model and that is called 71 00:08:17.760 --> 00:08:25.840 the texturing. In texturing, with the help of UV, what we do, we do wrap a texture into the 72 00:08:25.840 --> 00:08:31.280 model. And after completion of texturing, now it is a time to do some light onto the model. 73 00:08:32.320 --> 00:08:36.080 So in lighting a stage, there are several lights available 74 00:08:36.080 --> 00:08:43.680 into the 3D application usually it is a omni, spot light, fresnel light, point light and all. 75 00:08:43.680 --> 00:08:49.760 So with the help of these lights, we create a scene aesthetics look and feel development of 76 00:08:49.760 --> 00:08:56.720 our model. So, after completion of modeling and texturing and lighting, now it is a time to do the 77 00:08:56.720 --> 00:09:04.480 bone setup into the model. So bone setup is the process, or we can say the rigging is the process 78 00:09:04.480 --> 00:09:12.080 where we do add the bones into the model for the movement of the character. When our character bone 79 00:09:12.080 --> 00:09:17.920 setup or the rigging pipeline has been completed, now it is a time to move our character as per the 80 00:09:17.920 --> 00:09:22.560 requirement of movie or the scene. So, it is a call the animation. 81 00:09:23.120 --> 00:09:29.360 Or in a simple term, we can say animation is the illusion of motion any kind of movement, 82 00:09:29.360 --> 00:09:36.160 what we are seeing into the real world or we can say into the television or the computer screen, 83 00:09:36.160 --> 00:09:42.400 it could be part of animation. After completion of animation, now it is a time to add some secondary 84 00:09:42.400 --> 00:09:50.640 motion or we can say secondary animation. For example, hair and fur, clothes, water 85 00:09:50.640 --> 00:09:58.080 stimulation, fire stimulation and all. This are a category of dynamics or affects pipeline. 86 00:09:58.720 --> 00:10:06.320 After completion of dynamics, now it is a time to convert entire 3D data into image sequence or 87 00:10:06.320 --> 00:10:11.680 into the video form. So, with the help of camera available into the 3D application, 88 00:10:11.680 --> 00:10:19.360 we convert entire data into the image sequence or into the movie. After completion of rendering, 89 00:10:19.360 --> 00:10:23.920 now it is a time to post production stage. So in post-production stage, 90 00:10:23.920 --> 00:10:30.320 we do merge the 3D elements for the movies, games, videos to the live action footages. 91 00:10:31.040 --> 00:10:35.040 There are two main stages of animation post production pipeline, 92 00:10:35.040 --> 00:10:42.560 first is the compositing and last one is the editing. So in editing stage, finally we do cut 93 00:10:42.560 --> 00:10:49.680 the movie, the footage as per the requirement of the story timeline of the movie. Now it is time to 94 00:10:49.680 --> 00:10:56.880 get know about the Maya history, future and their application using into the industry. 95 00:10:56.880 --> 00:10:59.840 So in next session, we will learn about the same.