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| The original model of the cricket |
For the final project in this class, I decided to: a) expand on the little animation I had already added to the cricket and b) actually rig and animate the cricket to perform a small jump. The image above was the mid-term model that I used, as the final product had very little, if any, adjustments made from the original model. Additionally, though my inclusion of the moon was planned from the start, the grassy environment that I included for the final movie (if only it had rendered out properly) came about a bit later, when I realized how plain everything looked on its own.
Rigging
Undoubtedly, one of the more difficult aspects of the project was to create a working skeleton that would move smoothly with the provided model. As seen above, I began creating joints for the spine outside of the cricket, and originally I attached the joints of the limbs to the "spine" as I went.
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| This screenshot shows multiple views of the fully rigged cricket. At this point, the grass was already added in as well. |
Animating the Cricket
Admittedly I think I had the most fun when it came to actually animating the cricket, as it allowed me to add a little bit of character to the cricket's jumps, shrugs and twitches. My reference for the jump likely stems from too many childhood hours watching Animal Planet.
I was actually most satisfied with the animation of the cricket "preparing" for the jump, when his legs are all bunched up and he springs from the ground. With more time I think I would have made it a bit more forceful and quick but ultimately I think the result turned out well. His actual landing could still use a bit work, as there's not enough tension in his limbs when he hits the ground.
Another aspect that I was satisfied with was the various camera angles I used. Although it came to be a bit confusing when it came to rendering things out ( with 4 cameras in total, occasionally I would forget to change which camera to render from in "Render Settings" and would be left with shots of the empty grass, as the cricket moved elsewhere), the effect when edited together in Final Cut Pro was more interesting.
I had the final shot of the movie be of him bobbing his head up and down, perhaps in laughter, just as a coy, character note to end on.
The Moon
The moon was actually a fairly simple structure, essentially consisting of a NURBs sphere with a bump map texture applied to it. Below is the image I used for that bump map, as well as the link to the website from which I got it (credit to Wm. Robert Johnston):
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| http://www.johnstonsarchive.net/spaceart/cylmaps.html |
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| A still of the moon from the finalized movie. |
Creating the Environment
One of the more disappointing parts of the final project was the necessary exclusion of the long grass, which was created from the built-in Maya Grass tool. Initially I had the grass length be much shorter than the cricket, which allowed the animation to be seen without hindrance.
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| The grass extends up to about the top of the cricket's front legs. |
But later on I actually decided that it would have been interesting to have the environment more to scale, which prompted me to increase the length of the grass blades. Because it became more difficult to actually see the cricket through the dense, tall grass, I decreased the Density settings as well as played around with the Baldness in order to get the grass to be more sparse. Ideally the cricket would be jumping over the tall grass, rather than having him interact with just a flat environments.
Unfortunately, when I went to render out the movie sequences, the grass that I wanted was left out completely, and all that remained was bare dirt (at some point, not even "Render Current Frame" would yield the grass). Though I tried cycling through Maya Software, Maya Hardware, and mental ray, none left me with the result I wanted. As a quick fix, I applied more green tones to the Granite-textured plane, which was originally just the dirt, in order to simulate grass (though this meant compromising the length).
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| The look of the finalized grass. |
Final Thoughts
Despite some pitfalls and struggles, I am happy with the way the final project turned out. Once I got beyond some of the more technically frustrating aspects, such as rigging and rendering, I actually had a lot of fun moving around and giving life to this character, simple though it was. My learning style relies heavily on the hands-on approach, so there was a lot of trial and error involved with creating this project, but I think it benefited me in that when something turned out well, I could be happy with my discovery and when things went wrong, there was no one but myself to blame (excluding the times when it was the software's fault, of course).














