Thursday 4 December 2014

Unit 52 3D Animation

Develop a range of cinema 4d animation:

Rolling ball:

Here is a basic motion tween of a ball rolling down a ramp.
I had the ball start at frame 1 and then on frame 80 i moved the ball to the end of the ramp and rotated it by 720 to simulate the rolling effect. recording the position of the ball at frame 1 and frame 80. added the hazard texture to the ball to better see the ball in a rolling motion.






Waving test:

This was a simple test for animating of humanoid figures for i am thinking of having moving characters in my final animation. i used the cinema 4d preset for the humanoid figure just to quickly get a test set up, i decided to animate the arm to simulate waving by having it start in the air at frame 1 and rotating it on the last frame creating a motion tween this was the result.










Rolling ball jump:
this was a development of the first rolling all animation whereby i had the same ball rol across the surface like before but this time however had an obstacle (ramp) for it to jump over, since cinema 4d has no physics engine i had to alter the motion tween path to simulate the physics of the ball going up/down ramp.




Here i attached the camera and target camera to the circle which it would later on rotate around to pan around the scene.


in the spline path bar you can see my circle shape set inside telling the camera what path to follow
for he rotation i set the position at 0% on frame 1 and then set it to 100% on the last frame.


this is the zooming in aspect of my animation, the adjusted the foal length at both ends of the animation to create the zoom in transition.


this is a shot of aligning the target camera to the ball so that it knows what to follow during the timeline of the animation.









Research how 3d animations are used in the industry

Initially the world of animation began on paper being limited to two dimensions, these animations were restricted to hand drawn techniques (cel animation). however as the world of technology advanced new outlets for animation were being used with the rise of the digital age, where computer programs were used to handle and produce thee dimensional models which were then animated.
originally animation was seen as only t be a outlet for media and entertainment, films/adverts ect. but as animation became more advanced and popular various different aspects of the industry have found how they can benefit from animation in their work they are as follows:

Medical:
doctors/researchers hav begun using animation software to help visualise various topics in medical care such as. surgical operations showing a process of the procedure of how the operatio is carried out, this can be helpful or intriguing for the patient to view so they can get a clearer idea of what the their procedure entails other than listening to their doctors verbal description.
researches can use short animated movies to show investors or the public a latest breakthrough in scientifical research or just to again solidify verbal descriptions of medical related issues.





Education:
Animation has also found it way into education these days whereby schools, college's are adapting to this new form of communication for presentations or instructional videos designed to teach. the reason for this is the latest information received from research that animation holds attention span (generally) more and for longer than readin from a book or having a lecture from a teacher. so to improve the conveying of information for students to learn from education is more and more welcoming the use of animation in their subjects in the hope for better performance from students in their studies.





Mechanical:
Engineers and their companies haved saved alot of hassle and complications from the recent use of animation software that takes pre rendered 3d models and animates them within a physics abiding world. this really helps enginneers spt any design issues and potential problems that can occur by testing the set up they have in mind and running it in a simulation, if they arent happy they can quickly change where neccessary without having to deconstruct a hard physical prototype all the time.
companies have saved millions on animation software too for its significantly reduced development costs which contain buying multiple parts for engineers to put together and test.




Architecture:
Designers or Architects not only use 3d modelling software to put together their designs they also use animation software (usually combined with the 3d model software). animating their work allows their building to be simulated in a world to see how well it operates and functions by using actors and props such as moving cars, humans etc.
if not to test their designs animation is also simply used to show off their buildings to potential buyers by adding a stylised feel to a movie that displays their work and is useful for grabbing or keeping the attention of buyers rather than viewing paper blueprints.




Forensic:
Crime scene investigators have been using animation software to aid in the solving of crimes committed for example, car crash's, assaults etc. rather than someone trying to visualise the scene inside their own head trying to to put it together, they use animating software to recreate a crime to better understand the situation also making it easier for colleagues to see the interpreters thoughts of how the crime was committed. it allows them to simulate the scene giving the most realistic as they can get to the time of the actual event, it helps detectives to better understand and possibly induce ideas of potential clues that could be scattered about.






Media/Entertainment:
obviously the main focal point for animation use, the entertainment industry has benefited greatly from the world of animation for it offers a new medium of entertainment and over the years has become more and more popular, up there now with the live action films these days.
originally starting out on 2d with cel animation, disney being an example here had all of their old cartoons done this way. however moving onto 3d film companies have learned of the benefits to solely animated films, the films can be limitless in imagination with not great cost, like a live action film filled with effects and exotic environments.





Proposal for animation 

Detailed mind map

Mood board of ideas/themes


Thumbnails of ideas for animation


Storyboarding for animation


3d animation


Evaluation of my work

Unit 61 Interactive media design


Task 1-


Research into design principles


Principles of Design

Aesthetics: elements that make a product nice to look at for the user, its good for reaasuraance and comfort for the userbility side of things. it is an important factor in making the product look professional and trustworthy, however usability comes before aesthetics, the elements must not take away from the product's efficiency at doing its intended job and should therefore be only applied around the usability functions of the design and making way for them rather than changing or altering them to improve the overall look of the product.





Colour: use of colour within design is very important, branching off from aesthetics, colour comes into its own standalone principle in how it can be used for not only pretty layouts. its important for a product to follow a sensical matching of colours, this is where the colour wheel and theory of colour are very important to be aware of. too many colours can give the wrong impression of the product in hand. colour can also be used practically in whereby it can highlight aspects of a design that is intended to draw the users attention.






Consistency: it is important for designers to keep a similar theme throughout their products, this could be in the form of aesthetics or level of quality that must be evident in very product designed. this reaasures users because it they know the product is of a professional standard. constant consistency throughout new products is also a trademark and can be used to distinguish a product to a user out of other similar competitor products.





Readability: it is important to have every informative or instructional aspect of your product/design clear and concise for others to view easily and comprehend, this improves on impression you give the user and gives a sense of a higher quality. if the product is particularly dangerous legal reasons come into hand as to why a product's readability must be clear for if an instruction is read improperly an causes harm ti an unexpected user, it can create health issues and legal lawsuits.



Simplicity: a product has to be simple in how its used or as simple as it can be without having it downgraded essentially from its original purpose. a user must feel comfortable at what they're looking at and what it is they are looking at, it give a sense of confidence that will make the user want to come back to it. not just disregard from the thought because of its complexity.



Usability: tying into other principles of design a little usability is how well a product connects with a user for example is it easy to use, quick to learn and pick up and is it generally satisfying to use.
analysts look in the general backgrounds of users taken from reports and research to allow them to understand what the average sky level is and how they should alter their product/design accordingly to match.



Discoverability: this is a principle that should be focused on when trying to get a product noticed by users, various techniques can include such things like size of the object, bigger is generally more noticeable  various design elements such as highlighting color can be used to draw attention to certain parts of a product eg a shopping site, having a checkout button in red clearly leading them to the next step.


copyright: taking a legal perspective now with principles of design, copyright is equally important as to the other principles for it can make or break a product depending on if its followed the laws layed out.
a product must be somewhat original and not too similar to another product (depending on if the product being copied is protected) copyright mainly applies to naming of products no two names can be the same for this has to allow other products to be individual and credit is equally given out among both companies with similar products.




Research Exemplars


Example One:

my attention has been drawn to this idea since i like the idea of using real world physics effect something electronic e.g here lights, whereby you can tilt this grid down and the lights on the grid will fall down to the bottom to simulate the effect of gravity on them. 



Example Two:

i found this example of a cube formation of Led's to display a scripted light show within the frame i like the look of this product in how it flows about and almost hides the fact that there are tiny led's inside it almost looks like an actual form of physical matter.
this has made me want to focus more on using led's within my design .








Example Three:

having settled on an idea in my head i found this example of an electronic dice and it caught my attention with how it displays the numbers it adds to that electronic "techy" feel and i believe will give users of the dice that reassurance that it is electronical.














BTEC Interactive Design

Unit 61 Interactive Media Design Design Proposal


Student Name: Luke Irving

Electronic LED Dice

Brief Description of your design concept
This Arduino project is an Electronic LED dice that can be used to randomly generate outcomes ranging from (1 to 6) by using Led’s to shine, indicating the number generated.
With this basic concept in mind I might intend to add more features to the device such as sounds and different colour Led’s (maybe have the led’s on a temperature scale, 1 being blue and 6 showing red).  


Materials you intend to use to build this device

1x ATTiny26
7xLED (preferably diffused)
7x 160 ohm resistor
push button
9V battery clip
1x  box container
voltage regulator:
(1x 60 ohm resistor power rating 0.3W or more)
(1x 5.1V zener diode power rating 0.5W)

Sketch/Blueprint/diagram of your proposed concept for a device






Environmental impact of this concept:

since this concept of an electronic dice is designed to be rolled there can be an issue of ware and tare either from the dice itself or its surroundings  e.g bits could fall off the dice like led's falling out of sockets or the actual structural integrity fails and can lead to hazardous tiny components which create shock hazards or choking hazards.
this concept i intend to only use recycled electronic waste and reuse the parts when constructing this device, giving this product a "green" feeling and apply to the environment friendly requirement in the brief.
i also believe that this device will prove less wasteful than a typical die or dice because of its novelty and size, it less likely to be lost and disregarded, it stands out and will have "hopefully" a level of quality that will make users take extra care with it and to not lose it potentially adding to waste. 

Legal issues you need to research for this concept:

  • Safety of parts used (are they stored and connected safely?)
  • ergonomics of the product (any sharp objects or edges that can cause harm?)
  • environmental impact (can it be discarded of safely in normal waste?)
  • copyright (are there any other similar products adamant on public individuality?)
  • Reverse Engineer proof (i it a permanent fixture or can it be dismantled after use?)


Ethical issues associated with this concept

  • Accessibility (can it be widely used for all disabilities e.g blindness)
  • Engineering ethics (how can i follow the code of engineering electronics)
  • Gambling (light up dice could be glorifying gambling)


Software skills/Electronic skills/manufacturing skills that you will need to learn to produce an interactive prototype of this concept


  • javascript coding for the arduino to determine the random number generated on dice
  • soldering, skill with a solder to safely and join connections together neatly and efficiently
  • knowledge on safe distribution of voltage using resistors and capacitors

Task 2- Research into legal and ethical issues

Legal

Safety of parts: it is important to make sure that any parts used is to a safe standard and by that it means is the quality of the part to a healthy state e.g a battery, does it leak? or will it provide too much power to a certain component and cause a burst or violent break in the circuit. having undirected power can be hazardous to health whereby can cause shocks to the body and potentially burns or induce heart attacks.



ergonomics: the shape, size and feel of the product/device can bring up issues in itself whereby the user could cut hands or fingers when using your product from sharp edges that have not been carefully smoothed out to avoid cuts. size of the object can cause problems for example if left in a room could become a trip hazard or if the object is being carried  could it be too awkward to carry and potentially lead to it being dropped causing harm to the consumer. weight can be an issue too if dropped on by an unsuspecting consumer. therefore it is important to clearly label or instruct the user of all concerns and make them aware so they know how to safely operate the device.





Environmental impact: must make sure that the product is environmentally friendly to the environment in what is used to make the device e.g are these parts used to build the device from a re-used source and or recycled into something new but still making sure these used parts keep within the safety regulations concerning safe electronics. and for disposal can the device be and its contents be disposed of normally or does it need to have special disposal methods e.g like batteries in waste. or can the product be fully re-used by another device in the future.








copyright: this is always an issue and probably the most prominent legal issue surrounding products being designed and especially being publicly available sold. the device must make sure it has (in some cases) a different name to any other similar products, if a already published device is too similar to your and has the copyright protection covering it then your product must be altered or changed sufficiently that it does not conflict with the copyright agreement.








Reverse Engineering: with some products/devices company designers ensure that their products are secured and permanently fixed whereby it prevents it from being modified by consumers and potentially being re-sold off by them with the new modifications. however for my concept interactive device i plan to allow re-construction or room for modification for i believe this is less costly on the environment for if it cannot be dismantled and re-used or modified and is a permanent fixture it will have to be thrown away in waste.


Ethical

Accessibility: Ethical issues brought up with this device i would have to say would be disability, mainly regarding blindness, since the device works solely on sight alone to work out what number is displayed from the number generator, i want to however make my device more widely available so therefore could introduce sound into my design where the device could let out a sound with varying pitch or a clear distinguishable sound to let the user know what number it has landed on, obviously will need instructions telling what sound means what number.











Gambling: Having dice being an iconic symbol of gambling or associated with casino's, this device could raise some ethical issues whereby it could be glorifying gambling in how the device is being a "flashy novelty" potentially advertising that gambling is a fun and attractive past time however there are conflicts with this in how gambling is also associated with money loss an depression.









Engineering Ethics: when building my device i must try and follow the engineering electronics code in where the connections i use and the various arts and how and where they are placed complies with this code to ensure its safe and efficient to use for consumers.