Ive read
numerous paper online about wing simulation and animation but the best so far
is one by a 3rd year student who studied at Bournemouth University named
Annah Hutchings who looks throughout wing simulations which have already been
done in the animation games and films industries already and studies the way
that they were implemented and why they were implemented in that way and not another
way and then eventually makes her own wing rig using the information she had collected.
Im going to give a good read of this paper then post my findings once
completed.
Friday, 20 January 2012
Software Competance and Tutorials
After looking
through the net about wings I discovered that Digital Tutors offer a tutorial
about rigging wings in Autodesk Softimage XSI, Autodesk Maya and Cinema4D. I feel
as I’m a strong user of Maya I will use it to do my implementation and for when
it comes to the scripting part of my project I will be able to use MEL or C++
which I know how to use more or less already. If I have further time in my
project then I may implement the same
thing in XSI just to show I have competence in 2 software’s and still offer the
same skills.
When it
comes to using Morph Targets I will most likely have to learn say Autodesk
Mudbox or Zbrush or software on those lines to make the wing deformations and
then revert them back to Maya to make the simulation.
Update Wing Anatomy and Joints
I could
change my final year project instead of just implementing a rigged wing and
then simulating it along a path to a comparison of the way it would work doing
this and then comparing it to the morph target way and even implementing the
morph target way so I can get direct comparisons rather than assumptions and
having to find people who have do wing simulation in this way. I could also
consider combining the 2 together having a wing rig and blend shapes having
them work hand in hand to give a more hybrid simulation in whole.
As I
know a very little on how the rigging process works I’m going to have to start
my project on defining the wing bone structure, how it works, how it expands,
how the wing is structured. Like a human bone structure some wings bones only
rotate in certain direction causing constrains on how the wings movements are.
Blend Shapes and Project Update
I do apologise for not using the blog till now i forgot i need it for expotees and i kept my blog in diary form so im just uploading my thoughts on my final year specification to date.
In my
specification I do state that I would rig a wing which I then would simulate.
After talking about my project to some people and my supervisor I thought
instead of rigging the wing for industry needs would it be easier/ more
efficient to use morph targets/ blend shapes. So deforming the wing in certain positions
conveying its flight in every scenario and writing a script which flips between
each deformation depending on the flight trajectory. Which may add more
fluidity to the animation as I understand a lot of facial rigs are made in this
way.
![]() | ||||
Just an example of Blend shapes in maya taken from http://cgterminal.com/2011/10/15/maya-blend-shape-tips-and-tricks-by-steven-roselle/ |
Wednesday, 4 January 2012
Specification
Bsc Animation and Visual Effects
Programming
Final Year Project Specification
Sunjay Dayalji H8012115
Supervisor: Mathew Holton
Project
Overview
My Project aims to study birds
through flight and produce a procedural wing which emulates how an actual bird
would fly depending on the forces applied upon it. The rig I produce would be simple
to animate, reusable and realistic to an actual bird in flight. If I have time
I would extend my project to include feathers to the wing simulation to apply a
more interesting wing effect which would be visually pleasing when rendered. I
feel this would help animators who are animating huge wing based projects as
the rig would constrain in the right place so it would be easier to make a
better looking product
Scope of the
Project
During my
project I am going to research how a bird flies and how their wings react to
different conditions. With this research I hope to implement a reusable bird
wing rig in 3D software preferably Autodesk Maya using either the C++ API or
MEL scripting API to technically achieve wing simulation. If I have extra time
during the project I would like to add feathers to the simulation as the
feathers would need an extra rig because the move in a different fashion on the
wing itself and they apply the resistance which is essential for the wing
itself. Another extension I would like to add would be adding the tail, during
flight the tail helps the bird fly and that rig would also include feathers.
My Aims
My main goal
is to have a C++/MEL scripted wing which simulates over a path in a realistic
fashion. To make the rig itself easy to apply to a model or asset I would like
a menu system or its own Maya tool which would make the whole applying the rig
an easy task. I would also like once this task is finished to be fluent in C++/MEL
scripting API and be able to create rigs a lot easier in 3D software’s.
Schedule
I plan to
use my time wisely throughout the project. I would like to spend most of
November and part way through December doing research on wings and gaining a
good idea on how a bird’s wing moves throughout flight and see how the wing is
affected. Once I have done my research I will start analysing and planning how
I want my wing to actually simulate which will be done mid-December till early
January. Throughout the rest of January till mid-March I would like to
implement my solution in the API of my choice and hopefully have something
which is up and running which shows a good understanding of my actual project.
March till the end of April I wish to have my Project up and running and have
my Dissertation proof read and finalised ready for hand in. Throughout the next
20 or so weeks I am going to try keeping a blog noting my progress through my
course showing how I am advancing and experimenting. I wish my project to be
6000-10000 words in length.
Subscribe to:
Posts (Atom)