Animation Design Theory

Source: Internet
Author: User

I. Mixing of color and light

  1. The color of the paint is actually the reflected light of the object. The color reflected from the object constitutes our world of diversity. The cym model lacks white (the white in the oil painting), while the RGB model lacks black (pure black ).

The primary colors of pigments are blue-green, yellow, and blue-blue (cym model). They are complementary colors of the three primary colors of light, red, green, and blue (RGB model.

Color Printing uses pigments as media and uses the cym model and requires black (k ).

2. Use HSV to describe color: The color model is known as HSV model, and can be used to describe all colors. R = 255, G = 255, B = 255 pure white.

3. mixed color:

(1) colors are personalized and vary from person to person. Everyone has their own favorite colors and colors.

Warm and cold colors have the psychological effects of forward and backward. Warm colors, especially red ones, have the effect of expansion and closeness, while Cold colors make people contract and retreat. The farther the distance is and the closer it is to the horizon, the atmosphere will reflect more blue on the object, so that its color gets colder. This effect can be achieved by using the tint material of min or RGB in 3DS MAX.

(2) light is additive. The more colors the light is mixed, the more white the light is. The color of the pigment is reduced. The more the mixed pigment, the more black it is.

(3) RGB model and cym model (A, white cloth, overshoot of light selection, B, gain =-1 ).

4. black and gray: because the light or pigment in nature carries warm or cold colors, be careful when using pure black and gray, because there is no pure gray color in real life.

5. (1) Complementary colors: The relative colors on the ring are complementary colors. For the RGB model, red is green, yellow is purple, and blue is orange.

(2) Complementary properties: If the complementary and positive colors are placed side by side, the intensity of the positive colors will be enhanced, and the maximum visual contrast will be generated, resulting in great visual tension.

(3) Complementary colors in the light: in the environment of colored light, the eyes will be particularly sensitive to the complementary colors of the light source, because adding this color will make the color light back to the white light, this phenomenon is called the color unchanged.

6. (1) when using high-saturation lighting for the entire scenario, you should be very careful when using it, because it often distort the facts when lighting the object.

(2) In 3DS MAX, ambient light (in the Environment dialog box) is used to simulate all the reflected light in the scene, which uniformly shines on all objects. In order to increase the authenticity of the scenario, ambient light must have a tendency to make colors that prefer the primary light source. In this way, the color will not change, and the shadow color in the scenario will be deeper and richer.

7. radioray is different from ray-tracing. It calculates not the amount of reflection but the amount of reflection. Therefore, the radiation rendering program renders the reflected light effect rather than the mirror reflection effect. Although the light is good, everything in the scene is relatively dull. Rendering time using radiation and ray tracing is generally quite long. Because radiation is a real-world perceptible phenomenon, if the final product is a static image, we need to pay more attention to this effect because people can observe it and evaluate it for a long time.

Ii. synthesis and fluoroscopy

(1) 3D view observation method:

  1. Orthogonal view: the vast majority of drawings use orthogonal projection method, that is, the three-dimensional and projection light are 90 degrees, without any perspective.
  2. 3DS MAX has six orthogonal projection views: T, B, F, K, L, R

3. Axis Test view: if the observation direction is not perpendicular to the object, more than one plane is displayed at a time, and the view is changed to the Axis Test view. This view is called user views ).

4. the user view is superior to the perspective view. In the user view, the elements in each scenario are proportional to each other, and their relationships are clear at a glance. The View control is the same as the orthogonal projection.

5. The traditional perspective theory is to position the observer's eyes on a static point and observe the object from a certain distance. This object is called the visual center.

6. Destroy points to attract the observer's sight and make it a natural interest center. Pivoting is generally classified based on the number of original fire points in the scenario. One-point perspective, two-point perspective, and three-point perspective.

(2) Human Vision and camera perspective

1. Normal fluoroscopy scenarios are balanced and have a certain depth of field. Wide-angle lenses are dynamic and intensive, but may not be balanced.

2. The default value of the 3DS MAX lens is 43.456mm, and the resulting field of view is 45 degrees the same as that of the human's natural field of view. Its minimum wide angle lens is a 9. 8mm fisheye lens, which can provide a 178 degree view. And its telefocus lens is up to 100000mm of the Super telefocus lens.

3. Camera perspective: when the camera and the ground plane are at an angle, the camera view is displayed. Vertical straight lines converge on the third extinction point and thus produce parallax, which is not expected by many applications.

4. the horizon is the horizontal line of sight, depending on the angle of view. If you look up, the horizon changes to the bottom, and if you tilt the camera, the horizon also rotates.

(3) Understanding of compositing elements:

1. synthesis is an artistic task, which includes two main elements: form and content. The form is the result of design and planning, that is, it turns creativity into the form of work; content is all the ideas and their display methods in the scenario, and it is the theme of synthesis.

2. Merging: the arrangement of objects in a scenario, the relationship between objects and the surrounding environment, and the method of observing the scenario are all merged.

3. criteria to be considered for merging:

(1) Interest center: The scenario should be organized around the interest center.

(2) symmetry:

(3) Uniformity: refers to the visual "weight" of each component in the scenario, which can include color, gray level, visual complexity, and object size.

(4) other factors, such as texture, shadow, reflection, and background image usage, are all factors that must be taken into consideration during synthesis.

4. silhouette: when rendering, press the alpha channel to color and save it to obtain the Silhouette effect.

5. Scenario Synthesis: scenarios are the unity of content and form. Although various experience rules can guide you to create images with good results, it is vital to exert your creativity. With silhouette technology, you can use simplified graphs and camera copies to synthesize and synthesize scenes in various scenarios.

3. animations and storyboards

1. Use storyboards: the purpose of storyboards is to plan animations to get better results and save time. Another benefit is that it helps to explain the meaning of the animation to the customer and save the animation records recognized by the customer.

2. Script: the script will focus on marking the animation key frames and defining the content in the key frames.

3. Make motion credible: use traditional animation technologies, such as preparation, extrusion, stretching, overlapping motion, and follow motion, to make even the most crazy animations very credible.

4. Make the exercise visible: Use staged and exaggerated concepts to ensure that the audience has a good experience with the sport you are lucky to make.

5. Copy the natural form of motion: animals and people maintain a balance during motion, and the moving path is a curve rather than a straight line. If you ignore these notable features, the animation looks not only mechanical but also lifeless.

4. Develop a solution:

(1) Modeling and Decision Making:

1. modeling accuracy: It depends on the topic and purpose of the scenario. Precision is limited. accuracy beyond the precise threshold is meaningless.

2. Precision of modeling: it is closely related to precision. When small details are not important in the scene, you can ignore them.

3. model complexity: the number of faces used for modeling.

4. Proportion of the System Unit: do not change the proportion of the System Unit unless absolutely necessary. 3DS MAX internally stores the length of a general unit without any specific meaning. (The system unit ratio is on the General Panel of the preference Settings dialog box ).

(2) File Processing Methods

When setting a solution, you must consider how to find, manage, and save a large number of files in the scenario.

  1. Combine multiple scenario files:

(1) design scenario Method: A. Model each object separately. B. first set up the main scenario.

(2) Merge and replace objects in a scenario: A. Use asset manager to browse. Max and most image format files, and import files only by dragging. B. File à merge. C. Multiple cognominal objects can be found in a scenario.

2. Use with other modeling software: Use the import command to open the model created by other file formats .. SHP,. prj,. DXF,. AI,. STL.

3. Manage textures and materials:

(1) Use the bitmaps mark in the configure paths dialog box to add paths to set these optional search directories.

(2) the default position of the mat library is the 3DS MAX \ maps directory.

(3) The world creating toolkit is a 3DS texture and its directory.

(4) Project Library: create a unique mat file for the project and store it in the project directory. When materials are created and applied to the model, you can store their definitions in the project mat file.

4. Manage output: create a separate output subdirectory.

(3) Measures to avoid accidents:

1. save files: files must be saved frequently no matter what software is used.

2. Backup File: Check the backup file in the file Panel of the preference Settings dialog box.

3. Undo error: (1) Undo/Redo; (2) use hold and fetch.

4. Archiving and backup files: organize and plan global and project file directories. Well-organized file directories can save time and prevent file loss.

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