To avoid wasting time, I've animated the sea first. This method is really easy to follow as I've took and used the animation from my previous assessment from Year 2. To animate the water, I need to select the water (plane), open up Materail Editor and go to the water material. Now from the timeline I select Auto Key, set a key at the beginning of the timeline 0. I check in Maps-Nosie on Phase to see its set to 0. The effects to the water will change until I set another key in the timeline frame to the end which is frame 40. If I go back to the Phase and set it to 15, render it and the water should start having an affect.
The next step is to animate the wheels on top of the dredger. Now as I assume it connects to the slide and maneuver it which pulls the buckets towards it. By that I've animated the wheels into a rotation, nice and slowly. It was a simple method to animate the wheels and so no problems occurred with that.
This is the part where it got confusing and the tricky part of the animation. How to animate the buckets when after it pours the water into the dredger? As I've mentioned before I did not complete the modelling fully as I've noticed, how does the bucket refill the water? The photo shows that there is a slope which pulls the buckets back to the water for re-filling. After cloning the slope from the above I've placed it underneath it.
Right the animation now. This was the tricky part, at first I've selected the first bucket (while auto key is set), I gradually drag it towards the dredger itself and then on the next frame I rotate it upside down, so that it looks like it has poured water into it. Then I move the bucket back to the sea for re-filling (while on auto key), I repeat the same step with the rest of the buckets but it has became a frustrating moment to get the speed and timing correctly.
The final stage in completion to my animation is the smoke. Now at first I've already created the smoke for the chimmney but could not search for any tutorials to help me animate. There was one resource that I've found later in the process and it seemed very useful although it was a tutorial to create smoke on a cigarette. I've decided to test the smoke from this tutorial with Tina helping me out. This source was very useful and the smoke worked and so I've decided to redo the smoke and use this for my environment.
To create the smoke, I simply begin at the Create tab. Select Geometry, find Particle System and select Super Spray. Here are some features that needed to be entered as follow.
Basic Parameters: (Off Axis) Spread - 1.0
(Off Plane) Spread - 18.0
Viewport Display: Select - Mesh
Percentage of Particles - 50%
There are quite of settings on the Particle Generation. I've entered the required fields.
Particle Motion: Speed - 1.0
Variation - 10.0
Emit start : 0
Emit Stop : 400
Display Unit: 399
Life: 200
Variation: 5
Particle System
Size: 4.0
Variation: 25.0
Grow For: 100
Fade For: 10
Particle Type: Select - Standard Particles
Standard Particles: Select - Facing
Rotation and Collision:
Spin Speed Controls Spin Time - 0
Spin Axis Controls Select - Direction of Travel
Object Motion Inheritance:
Multiplier - 0.2
Now that the Super Spray has been configured and has been placed above the chimney, I go to Space Wrap and select Drag. What this will do is it will randomize the smokes movement and is a force type that drags the particles into its direction.
The parameters must also be configured to get the animation of the smoke right.
Timing: Time On - 0
Time Off: 400
Damping Characteristics: X Axis: 1.0
Y Axis: 1.0
Z Axis: 0.6
Now we want to bind the Drag to the Super Spray together. To do this, all is needed is to select the icon which shows underneath and click the Drag and drag right to Super Spray.
The Icon to bind.
We want to apply the wind so that the smoke will move forcefully to the left of the chimney. Simple step, going back to Space Wrap and select Wind, I can then rotate the wind where I want the smoke to move to but also I again need to bind it to the Super Spray. I've also set its Force Strength to 0.02.
Wind: Turbulence - 0.04
Frequency - 0.26
Sclae - 0.03
To get the smoke texture. I need to go to Material Editor, and set the Shade Basic Parameters.
Ambient, Diffuse and Color: white
Opacity: 0
Specular Level: 0
Glossiness: 0
Extended Parameters
Index of Refraction: 1.5
I need to go to Maps and open up Opacity and select Gradient. To finish the smoke effect, all there is now is to go to Gradient Parameters and choose Radial and there we have it a smoke.
Here is a short clip of the smoke.
The Group:
This weeks group meeting went well as usual. We did not have too much to discuss as we mostly know exactly what our primarily objectives are. A mentioned in the Group blog, we are aware the amount of time we need to render everything but hopefully we can get all this done before week 12. As seeing everyone's progress, the modelling is almost 100% completed and we just need the animation to be done next week.