0% found this document useful (0 votes)
5 views

Module 4.Pptx

The document covers essential concepts in 3D modeling and animation, focusing on lighting, materials, UV mapping, and animation techniques. It details various types of lights, their attributes, and how to manipulate cameras within a 3D environment. Additionally, it explains UV mapping methods and options for creating effective textures for 3D models.

Uploaded by

rajmate032004
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
5 views

Module 4.Pptx

The document covers essential concepts in 3D modeling and animation, focusing on lighting, materials, UV mapping, and animation techniques. It details various types of lights, their attributes, and how to manipulate cameras within a 3D environment. Additionally, it explains UV mapping methods and options for creating effective textures for 3D models.

Uploaded by

rajmate032004
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 57

3D Modeling and Animation

( CSG3008)
LP -3
Module 4
Lighting, Materials, and UVs: Lights, Camera, Materials, Cameras and Camera
Attributes, Polygon Normal, Lights and Lighting, Types of Lights, Common Light
Attributes, Shadows, Shaders and Materials, UV Mapping.

Animation: Definition and Basic Concepts, Keyframes and Keyframing, Pose-Based


Animation, Rotoscoping and Motion Capture, Editing Your Motion Curves, Graph
Curves and Tangents.
CAMERA

Add Camera

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
` key – Grave accent key Select view camera
or Numpad 0

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
Change the active camera (Black triangle in the top ) using Select the camera and press Ctrl+numpad 0

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
Change the active camera (Black triangle in the top ) using Select the camera – view – camera
– set active object as camera

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA

Press z key to go to render view


Or use the icon

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA

Use ctrl+b to select the small area to view for faster rendering

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
G to grab and move, G-x, g-y, g-z to move camera view in different direction

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA

R to rotate the view – R-x , R-y , R-z


Shift + ` grave accent to fly
mode

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
Can change output property resolution for different view like square

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
Go to object data property

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
Go to object data property
Viewport display –composition guide – third and center to
find third and center position

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
CAMERA
Go to object data property
Passpearout to 100 to remove back ground

https://www.youtube.com/watch?v=aY04h4ujrlY
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS

Lights are how a scene is “illuminated.” Without any lights in a scene, everything would
appear to be dark. Light bounces off the geometry, using the normal information of the
vertices to calculate the shading, which generates light and dark information about the
pixels being rendered.

Type of Light

• Point Light
• Spot Light
• Area Light
• Sun Light

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Point Light

The point light is an omni-directional point of light, that is, a


point radiating the same amount of light in all directions. It’s
visualized by a plain, circled dot. Being a point light source,
the direction of the light hitting an object’s surface is
determined by the line joining the light and the point on the
surface of the object itself. It can be used as simple model of
e.g. a light bulb.

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Point Light

Power
Power of the light in Watts. Higher values increase the intensity
of the light. Negative values can be set, but should be avoided
for predictable and physically based result.

Radius
When larger than zero, light will be emitted from a spherical
surfaces with the specified radius. Lights with larger size have
softer shadows and specular highlights, and they will also
appear dimmer because their power is distributed over a larger
area.

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Spot Light

A spot light emits a cone-shaped beam of light from the tip


of the cone, in a given direction

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Spot Light

Power
Power of the light in Watts. Higher values
increase the intensity of the light. Negative
values can be set, but should be avoided for
predictable and physically based result.

Radius
When larger than zero, light will be emitted
from a spherical surfaces with the specified
radius. Lights with larger size have softer
shadows and specular highlights.

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Spot Light

Size
The size of the outer cone of a spot, which
largely controls the circular area a spot light
covers. This slider in fact controls the angle at
the top of the lighting cone, and can be between
(1.0 to 180.0).

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Spot Light

Blend
The Blend slider controls the inner cone of the spot. The Blend
value can be between (0.0 to 1.0). The value is proportional and
represents that amount of space that the inner cone should
occupy inside the outer cone Size. Blend and Size only control the spot light cone’s
aperture and softness (“radial” falloff); they do not
control the shadow’s softness as shown below.

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Area Light

The area light simulates light originating from a surface (or


surface-like) emitter. For example, a TV screen, office neon
lights, a window, or a cloudy sky are just a few types of area
light. The area light produces shadows with soft borders by
sampling a light along a grid the size of which is defined by
the user. This is in direct contrast to point-like artificial
lights which produce sharp borders.
Power
Power of the light in Watts. Higher values increase the intensity of the light. Negative
values can be set, but should be avoided for predictable and physically based result.

Shape
Shape of the light.
• Rectangle
• Square
• Disk
• Ellipse

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
LIGHTS
Sun Light

A sun light provides light of constant intensity emitted in a


single direction from infinitely far away. It can be very
handy for a uniform clear daylight open-space illumination.
In the 3D Viewport, the sun light is represented by an
encircled black dot with rays emitting from it, plus a dashed
line indicating the direction of the light.

Strength
Strength of the lights in Watts per square meter. Typical values
are around 250 for an overcast day and 1000 or more for direct
sunlight. See more details at Power of Lights.

Angle
The size of the sun light according to its angular diameter as
seen from earth

https://docs.blender.org/manual/en/latest/render/lights/light_object.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
MATERIALS

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Cameras and Camera Attributes

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Polygon Normal

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Lights and Lighting

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Types of Lights

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Common Light Attributes

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Shadows

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Shaders and Materials

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping

Blender offers several ways of mapping UVs. The


simpler projection methods use formulas that map
3D space onto 2D space, by interpolating the
position of points toward a point/axis/plane
through a surface. The more advanced methods
can be used with more complex models, and have
more specific uses.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Unwra
p

Flattens the mesh surface by cutting along seams. Useful


for organic shapes.

Just like in sewing, a seam is where the ends of the image/cloth are
sewn together. In unwrapping, the UV map is discontinuous at the
seams.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Unwra
p

Begin by selecting all the faces you want to unwrap.

In the 3D Viewport, select UV ‣ Unwrap or U and select


Unwrap.

You can also do this from the UV Editor with UV ‣ Unwrap or U.

This method will unwrap all faces and reset previous work. The
UVs menu will appear in the UV Editor after unwrapping has
been performed once.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Unwra
p
Options
Blender has two ways of calculating the unwrapping. They can
be selected in the tool setting in the tool panel in the 3D
Viewport.

Method
Angle Based :
Uses Angle Based Flattening (ABF). This method gives a good
2D representation of a mesh.

Conformal :
Uses Least Squares Conformal Mapping (LSCM). This usually
results in a less accurate UV mapping than Angle Based, but
performs better on simpler objects.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Unwra
p
Options

Fill Holes
Activating Fill Holes will prevent overlapping from occurring and
better represent any holes in the UV regions.

Correct Aspect
Map UVs taking image aspect into account.

Use Subdivision Surface


Map UVs taking vertex position after Subdivision Surface
Modifier into account.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Smart UV Project

Smart UV Project, cuts a mesh based on an angle


threshold (angular changes in your mesh). This gives
you fine control over how automatic seams are
created. It is a good method for simple and complex
geometric forms, such as mechanical objects or
architecture.

This algorithm examines the shape of your


object, the selected faces and their relation to
one another, and creates a UV map based on this
Menu : UV ‣ Smart UV Project
information and settings that you supply.
Shortcut : U

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Smart UV Project

Options

Angle Limit
This controls how faces are grouped: a higher limit will
lead to many small groups but less distortion, while a
lower limit will create fewer groups at the expense of
more distortion.

Island Margin
This controls how tightly the UV islands are packed
together. A higher number will add more space between
islands.

Area Weight
Weight projection’s vector by faces with larger areas.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Lightmap Pack

Lightmap Pack takes each of a mesh’s faces, or selected faces, and packs them
into the UV bounds. Lightmaps are used primarily in realtime rendering, where
lighting information is baked onto texture maps, when it is needed to use as
much UV space as possible. It can also work on several meshes at once. It has
several options that appear in the Toolbar:

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Lightmap Pack

Options
Share Texture Space
This is useful if mapping more than one mesh. It attempts to fit all of the
objects’ faces in the UV bounds without overlapping.

New UV Map
If mapping multiple meshes, this option creates a new UV map for each mesh.
See UV Maps.

Pack Quality
Pre-packing before the more complex Box packing.

Margin
This controls how tightly the UV islands are packed together. A higher number
will add more space between islands.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping
Cube Projection Cylinder Projection
Cube Projection maps the mesh onto the faces of a cube, Normally, to unwrap a cylinder (tube) as if you
which is then unfolded. It projects the mesh onto six slit it lengthwise and folded it flat, Blender wants
separate planes, creating six UV islands. In the UV editor, the view to be vertical, with the tube standing
these will appear overlapped, but can be moved. “up”. Different views will project the tube onto
the UV map differently, skewing the image if
used. However, you can set the axis on which the
calculation is done manually.
Sphere Projection

Spherical mapping is similar to cylinder but the


difference is that a cylindrical mapping projects
the UVs on a plane toward the cylinder shape,
while a spherical map takes into account the
sphere’s curvature, and each latitude line
becomes evenly spaced. Sphere Projection is
useful for spherical shapes, like eyes, planets, etc.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
UV Mapping

Design a dice with help of UV Mapping

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Animation: Definition and Basic Concepts

Animation is making an object move or change shape over time. Objects can be animated in
many ways:

• Moving as a whole object


• Changing their position, orientation or size in time;
• Deforming them
• Animating their vertices or control points;
• Inherited animation
• Causing the object to move based on the movement of another object (e.g. its
parent, hook, armature, etc.).

Animation is typically achieved with the use of keyframes.

https://docs.blender.org/manual/en/latest/animation/introduction.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Animation: Definition and Basic Concepts

State Colors

Properties have different colors and menu items for different states.

Gray Not animated


Yellow Keyframed on the current frame
Green Keyframed on a different frame
Orange Changed from the keyframed value
Purple Controlled by a driver

https://docs.blender.org/manual/en/latest/animation/introduction.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Animation: Definition and Basic Concepts
Rigging

Rigging is a general term used for adding controls to objects, typically for the purpose of
animation.

Rigging often involves using one or more of the following features:


Armatures
This allows mesh objects to have flexible joints and is often used for skeletal animation.
Constraints
To control the kinds of motions that make sense and add functionality to the rig.
Object Modifiers
Mesh deformation can be quite involved, there are multiple modifiers that help control this.
Shape Keys
To support different target shapes (such as facial expressions) to be controlled.
Drivers
So your rig can control many different values at once, as well as making some properties
automatically update based on changes elsewhere.

https://docs.blender.org/manual/en/latest/animation/introduction.html
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Keyframes and Keyframing

A Keyframe is simply a marker of time which stores the value of a property.

For example, a Keyframe might define that the horizontal position of a cube is at 3 m
on frame 1.

The purpose of a Keyframe is to allow for interpolated animation, meaning, for


example, that the user could then add another key on frame 10, specifying the
cube’s horizontal position at 20 m, and Blender will automatically determine the
correct position of the cube for all the frames between frame 1 and 10 depending
on the chosen interpolation method (e.g. Linear, Bézier, Quadratic, etc.).

An overview of existing keyframes can be seen via the Dope Sheet editor.

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Keyframes and Keyframing

Visualizatio
n
There are some important visualization features in the 3D Viewport that can help animation.

When the current frame is a keyframe for the current active object, the name of this object
(shown in the upper left corner of the 3D Viewport) turns yellow.

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Keyframes and Keyframing

Interpolatio
n
Keyframe interpolation is represented and controlled by animation curves,
also known as F-Curves. These curves can be viewed and modified via the
Graph Editor.

The X axis of the curve corresponds to time, while Y represents the value of the
property. Keyframes themselves define points of the curve, while interpolation is
controlled by additional parameters.

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Keyframes and Keyframing

Interpolatio
n
The Interpolation Mode is the main setting that specifies for each keyframe how the
curve is interpolated from that key to the next one. There are a number of modes
with fixed shapes, e.g. Constant, Linear, Quadratic etc, and a free form Bézier mode.

Extrapolation specifies how the curve extends before the first, and after the last keyframe. The
main available choices are Constant and Linear; it is also possible to configure the curve to
loop.

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Keyframes and Keyframing

Interpolatio
n
Bézier interpolation is controlled by handles, which have a handle type and position.
The position of Free and Aligned handles must be set manually from the Graph
editor, while Vector, Automatic and Auto Clamped handles are computed
automatically from keyframe values.

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Keyframes and Keyframing

Keyframe
Types
For visually distinguishing regular keyframes from different animation events or
states (extremes, breakdowns, or other in-betweens) there is the possibility of
applying different colors on them for visualization.

Keyframe (white / yellow diamond)


Normal keyframe. Left: not selected; Right: selected
Breakdown (small cyan diamond)
Breakdown state. e.g. for transitions between key poses.

Moving Hold (dark gray / orange diamond)


A keyframe that adds a small amount of motion around a holding pose. In the Dope Sheet it will also
display a bar between them.

Extreme (big pink diamond)


An ‘extreme’ state, or some other purpose as needed.

Jitter (tiny green diamond)


A filler or baked keyframe for keying on ones, or some other purpose as needed.
Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Pose-Based Animation
Pose Asset

A pose asset is an action that has been marked as asset, and that contains exactly one
frame of animation data. Usually these are created via the Create Pose Asset button (see
below), but any action that is keyed on exactly one frame can be seen as pose asset.

Each pose in the library is stored in


its own action data-block. This
means that it can get its own name,
its own preview image, and can be
organized in Asset Catalogs.

https://docs.blender.org/manual/en/latest/animation/armatures/posing/editing/pose_library.html

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Pose-Based Animation

Creating a Pose Library

A pose library file is typically a blend-file that is dedicated to poses. It can link in a
character, props, etc., which can then not only be used to create the poses, but also for
rendering previews.

https://docs.blender.org/manual/en/latest/animation/armatures/posing/editing/pose_library.html

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Pose-Based Animation

Pose Creation via Action Editor


To create a pose in the library from the Action Editor, pose the character, select the
relevant bones, and click the Create Pose Asset button. This will create the new pose
Action, which will contain keys for the current value of each bone’s location, rotation,
scale, and Bendy Bone properties.

https://docs.blender.org/manual/en/latest/animation/armatures/posing/editing/pose_library.html

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Rotoscoping and Motion Capture

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Editing Your Motion Curves

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)
Graph Curves and Tangents

Nicholas Bernhardt Zeman - Essential skills for 3D modeling, rendering, and animation-Taylor & Francis (2015)

You might also like