Showing posts with label Studio Practice. Show all posts
Showing posts with label Studio Practice. Show all posts

Thursday, 2 March 2017

Animation Development

The Words 

I created the words for my animation with the text object combined with the extrude tool to make them a 3D object. To animate the words “Wellness” and “Illness” I changed their position and size through out the timeline so they could squash and stretch when they jumped and were landed on.



Health Care Centre 

The building was simply made from a cube with a brick material applied to it. The
windows and the door were also made with the cube object while the door knob was made from a sphere. Finally the plus above the door was made from two cubes that were stretched and then crossed over each other. 











Medication 
The bottle of pills and their lids were made from the cylinder object with the lids just placed on top of the bottle. The labels on the bottles were made with the plane object that I bent outwards so they could wrap around the object. Finally the pills were created from the pill object which was already the shape I needed.






The Railway


The tracks were also made with cubes. The wood in the middle started from a cube which I flattened down and the metal that connects it together I stretched as long as the tracks needed to be. I only created part of the track and then I duplicated that as a group object adding it at the end of the track until it was the length I needed it to be.

Tuesday, 28 February 2017

Final Animatic

This is my detailed animatic for the live brief project where I had the task of creating a visual for a speech written by the NHS.

Live Brief Project Animation from Sam Hepworth on Vimeo.

This has being my best project so far because I have learnt a lot and I have found a creative process that I can work with. At the start of the project I received feedback to do some research on the use of camera shots as at the time I was struggling to present my vision. At the same time I decided to do research on storyboards as well because the storyboards I was producing were hard to follow. After committing this research I finished my storyboard that showed the camera angles I was going to use which helped me hugely when making the animation. During the production of my animation I modelled a mine cart and this process taught me a lot about modelling in 3D and it was something I really enjoyed. Overall I am really happy with this outcome and its development, it has changed my approach to a project and revealed a creative process that makes me confident at what I do.

Tuesday, 31 January 2017

Research, Ideas and Proposal

Proposal 

My proposal is to come up with ideas and concepts to create a virtual reality headset that can create further immersion other than 3D sound and vision. A virtual reality that can simulate the feeling from weather and an environment from a game. It could have a way of simulating harmless pain for the player depending on what happens to their character in the game. 

Research

I will be looking in to different projects and experiences that involve immersive interaction using the ideas to apply to a VR headset. I will also be analysing different VR headsets themselves to generate ideas for my own headset design.


Stitches Great Escape 

In Disney World’s Magic Kingdom there is a 4D simulation ride that is based on the beginning of the movie Lilo and Stitch when Stitch escapes from the alien mother ship. The ride has the audience sitting in a circle around the room with their backs against the wall and during the simulation the room is dark with sounds of Stitch, creating the illusion that he is in the vents behind the audience. At times the sound of Stitch gets really loud suggesting he is right behind you with warm air blowing on the back of your neck to simulate he is breathing on you and it smells of specific foods like he has just eaten. When Stitch is in the middle of the room he spits his saliva which confuses the guns pointing at him, but when he spits a spray of water hits the audience.




The Battlefield 3 Simulator

The company “Running In The Halls” based in Huddersfield created the most realistic video game simulator based on the game Battlefield 3 in 2011. The simulation used paint ball guns that triggered to shoot the player when the character in the game was getting shot at.  



The Pain-station

The Pain station was developed in 2001 by two students and it is a interactive version of the game pong found in the video game museum in Germany but losing will inflict pain. Both players have to put one hand on a metal plate while the other hand is on the dial that controls their paddle in the game. The metal plate has two buttons on it that the player must keep pressed while their hand lies flat on the plate. On the screen will be the standard game of pong but if a player misses the ball, coloured power ups appear in a line behind the paddle and then if they miss the ball again and the ball hits one of these power ups the metal plate will cause pain to the hand that rests on it depending on the power up that was hit. The red power up causes a bulb to turn on under the plate burning the players hand, the blue power starts a whip to slash back and forth hitting the top of the hand and finally the green power up sends small amounts of electricity through the metal plate shocking the hand. The first player to remove their hand from the plate letting go of the pressed buttons will lose the game.


  

Playstation VR Headset






The PlayStation VR headset is the one that is considered the most comfortable. To put on it has a adjustable head band that can be pulled to make the head space bigger but goes back to its original shape when let go. This allows the user  to hold it over their head while pulling it so that when they let it go it stops at the shape of the head making it quick and easy to wear. On the front of the headset is five blue lights that the PlayStation camera detects and tracks while on the back of the headset there is another two blue lights that allows the player to look all the way around them. The player is very limited with the PlayStation VR however because they will always have to be in view of the PlayStation camera so sometimes the player might wander away from the camera or the camera can’t detect the lights because the room is too bright.

This type of headset for my concept won’t be ideal because there isn’t enough room on the back part that goes over the players head to add any external features to the device. The headset using light to track would also be a bad idea for external features because if the headset did lost track of the headset it couldn’t send the information to trigger the feature leaving the player with a frustrating experience.  


Oculus Rift





The Oculus Rift is much more expensive than the PlayStation VR but comes with a more reliable technique to track motion. First of all the Oculus Rift uses flimsy plastic that goes over the players head receiving feedback from irritation where wearing the headset is uncomfortable, the PlayStation VR on the other hand uses a solid plastic but layers it with cushioned leather. However the motion tracking is a constant wonder with no interruption because the tracking information comes through the same wire that the information to display the screen does. This gives the player more freedom so they can stand up while playing and also get low to the ground to check under objects like beds or desks in the game. 

Again the design of the headset wouldn’t work for external features because there is no room to attach external devices on it. The idea of motion tracking coming through the wire instead of using light to track might be the way to go because the trigger for the external features need to be constant and accurate to get the best experience.   



Star Wars Rebel Pilot Helmet

The VR headsets out at the moment won’t be suitable for my ideas but looking at the shape and design of the helmets actors would wear in the Star Wars movies seem to be a more feasible starting point. 











Speed Helmet

The speed helmet professional cyclists wear also has a good shape and design for a possible VR headset and it also looks more modern and attracting to my target audience.












VR Prototype

This early VR prototype gives me the idea to give the pieces that stick out at either side a purpose for my idea. Maybe the pieces could shoot water or warm air on to the front of the faces.  




Ideas

Horror Shivers
A head massager inside the VR headset. A head massager when it is pushed on the scalp sends a sensation of shivers down peoples spine and it is known that if someone sees a ghost or there is a disturbing presence near by people get the same feeling. If the game is a horror game that uses ghosts, when the ghost gets near the player it sends a signal to the headset to drop the head massager on the players head to send the shiver down their spine. In a more casual scenario the massager could be used for building tension in any horror game when the player senses something scary is going to happen. 

Warm Climate

A VR headset that takes the shape of one of three helmets above. This is so the helmet goes over the entire back of the head and then having four small heaters on the four quarters of the inside of the headset that discretely warms the air inside the helmet which could simulate the player being in a hot moist rainforest or a desert. It could also simulate someone breathing on the players if something came up behind them.

Water Gun



A VR headset that is similar to the warm climate idea in the term of a helmet shape and on the inside going around the inside of the headset will be little nozzles that spray water on to the player. If the player’s character in a game goes underwater or gets water poured on them the nozzles activate and spray water around the players head. 

Hyperrealities Research

Hyperreality is when there is a perfect blend between reality and fiction to an extent where it is difficult to determine what is real or not.

There are tons of examples of hyperreality especially when it comes to stories used in movies, animations and games.

South Park


A couple of episodes of South Park point out very interesting incidents with hyperreality that could happen if technology advances to a certain point where separating reality from virtual reality is mere impossible.


Series 18 Episode 7 - Grounded Vindaloop

The episode is about Eric Cartman playing a prank on one of the more innocent South Park characters  Butters. Cartman makes his own DIY fake oculus rift virtual reality headset and convinces Butters that it is real and that it works. The clip below is one of the incidents I mentioned that looks at an interesting theory where Butters feels so immersed that he can't tell that he is in the real world (even though he has being in the real world all along but Cartman has told him that he has being transported into a virtual world of his own life) so he starts to cause mischief thinking that there are no consequences. This theory is a perfect example of hyperreality and it could be a possible future if technology advances as fast as it is doing so.



The other incident during the episode happens towards the end where we realise that Cartman pranking Butters is not real and that is the virtual reality of another character, and then that character realises that they aren't in the real world but in a virtual reality of another character. This keeps going until the 4th or 5th character and by then as the viewer you are so confused and don't know what is real or not anymore. The south park team Trey parker and Matt Stone pull off this modern idea of hyperreality to the "tee" because they manage to trick the audience into believing that they don't know what it is real anymore and how they feel because of this is a legitimate reaction from if this actually happened to them. At the point when reality and virtual reality in the South Park universe is a blur the South Park team decide to end the episode with a "thinking outside of the box" trick and the last person to take the virtual reality headset off is the character Stan but this Stan is a live action Stan which means that the whole cartoon was virtual reality and the real real life was reality.



PlayStation VR

PlayStation very recently released their first virtual reality headset before known as "Project Morpheus". Released on the 13th October 2016 PlayStation VR as it is now simply called promises players that they can be realistically immersed in their favourite video game universes through a headset that uses the PlayStation Camera that tracks the players movement by tracking the lights that protrude from the headset itself. The months running up to the headsets release PlayStation showed some interesting advertisements focusing on how the headset can immerse players into the world and the adverts are a great example of Hyperreality as is the purpose of PlayStation VR itself.





Unlike augmented reality where the virtual comes to you in the real world, virtual reality takes the player into the virtual world and both of these PlayStation advertisements try to capture that. Of course virtual reality could work for movies where the user stands in the middle of the action and can look around but eventually they will feel like they are not really there because no one is interacting with them. Now games that use virtual reality is where it will work best because the player will be able to interact with objects and people in the game and the response from these virtual characters  will create the real immersion required for virtual reality.

Idea: Simulating pain and other feelings in VR.

Virtuix Omni


A big question we all have when it comes to Virtual Reality and that is how do we simulate moving around in a VR experience? A man named Jan Goetgeluk also asked himself the same question and started to research and experiment in to finding a solution. Jan continues to find the Virtuix Omni a invention that allows players to safely walk on a treadmill while wearing the Oculus Rift VR headset to simulate the immersion of the game they are playing.




The beauty about this device is it has a treadmill that allows the player to walk 360 degrees so they can move in any direction in the game they are playing. Special shoes must be worn with a sole that matches into the grooves of the treadmill to ensure precise balance and friction which prevents injury. Another idea has being passed around that uses the principle of motion capture to capture the players movement as a whole. Cameras surrounding the player are able to track even more precise movements of the player than just walking. The treadmill on its own only moves the characters in the game when the treadmill is moving not what the player themselves are doing so having the cameras around allows the player to jump or move one leg out in front of the other for the game to recognise what the player wants to do and simulates the same movement in their character.

Idea: Having a device that simulates hot or cold temperatures, wind, rain, even maybe a impact system for when objects touch the player in the game.

MyndPlay


MyndPlay is a UK based company that are experimenting and researching into mind control. This topic is very interesting as we only can imagine this kind of stuff to be real in movies and fictional stories. MyndPlay began using technology that appears to be a simple headband but can measure brain waves depending on what the user thinks about and during the task they are doing at the time.




The showreel shows MyndPlay recording brain activity during various tasks for example a man driving a Mercedes at intense speeds. The data they gathered from these different activities allowed them to invent a way for the user to interact with digital content with their minds. The showreel continues to show a man creating art on a TV screen just by thinking and another case where a man is watching a fight scene from 47 Ronin where he chooses what happens and how the fight turns out just by thinking about it. The headband can track very specific brain waves people create when they think about certain things, it reminds me of finger prints because each and everyone of us can be identified through a very unique pattern in our finger prints and the head band detects very unique brain waves which allow us to interact with our minds. This discovery leaves so many questions about the future: How will the experience in cinema's change? Will we all be able to change what happens in a movie just by thinking about it? Will we ever have to use a mouse or keyboard or a TV remote or even our mobile phones again? When you think about having ultimate privacy inside your minds might also change, imagine if people can then read other people's minds without them knowing. I can imagine if that is the case everyone would have some kind of pin number or password they have to think of before they can proceed.

Resident Evil 7 Demo: Kitchen


One of the first demos for PlayStation VR and the first real horror experience in PlayStation VR. Resident Evil 7: Kitchen Demo presents a very immersive, scary simulation of a women gone mad provoking the player while they are tied to a chair. This reaction video from the members of IGN proves the game does it justice but what happens if we could further the immersion? The idea comes from a similar video where a women says "It would be more scarier if I could feel the pain of getting stabbed" during the part the player gets stabbed in the leg with a knife. This gives me the idea of creating virtual gear that could also simulate feelings from the game's surrounding.




Rooster Teeth's Immersion

Rooster teeth are a company who host web shows and make animations to entertain an audience. Rooster Teeth have a running show called "Immersion" which bring the ideas and mechanics from a video game to reality by performing experiments show what these would look like in real life.


In video games there are at most times objects that can be destroyed very easily and normally have items inside for the player to collect. For example vases in the famous video game The Legend of Zelda are destroyed by the player by picking them up and throwing them to collect rupees the game's currency that lie inside. This episode of Immersion sees the "lab rats" Michael and Gavin put in various rooms full of real life objects that are commonly found in games, where they use weapons and tools to smash them open to find a key which allows them to proceed in to the next room. The experiment is to see if destroying these objects in real life acts in the same manner as when they are destroyed in the games. In most games the player can just touch the object and it shatters but in real life it could take much more effort to get inside crates or vases. 

Friday, 13 January 2017

Mine Cart Experiment

I have a couple of ideas for my project that gives me the task of creating a animation for the speech "More Than a Pill" by the NHS. Both ideas I have involve a mine cart: the first idea uses the mine cart as the main object that travels through time while around it the term "wellbeing" evolves from medication and physical health to a more focus around mental health and people co-operating with each other, eventually the mine cart becomes a more modern use of transportation. My second idea is to use the mine cart for a small part of the animation that mentions how people need to work together, where the mine cart picks people up as it passes them. Another Idea I have decided to stick with is to use the mine cart as a simple reason to move the camera through my scene. I feel my animation will lack content panning the camera across an empty space to get to the next scene so I will use the mine cart that camera can focus on until it reaches the next main scene.

My animation will be in 3D using the software Cinema 4D. I have done research on mine carts looking at images of mine carts in real life and animated mine carts other people have used in their projects.










I used the images as references to come up with my own style and design for a mine cart. After studying the images above I came up with three different ideas and sketches below.




The mine cart represents the incident that happened in Wales between the 1920s and 1944 that signifies what the NHS stand for today. I also wanted it to represent a mine cart adults would have seen in cartoons during their child hood but also entertaining for the younger generation today. Because of this I chose the wood and steel hybrid mine cart as it would be something you find in a wacky children's cartoon and at the same time looks old fashioned.


The next step was to redraw my sketch on a computer so I could use a JPEG reference within Cinema 4D which helps with shaping and sizing the model during the modelling stage.





Now with the final sketch of the front and side view of my mine cart I had the task of applying them to plane objects in Cinema 4D as materials. This would allow me to position the drawings along the correct axis in a 3D environment so I could use them as a reference.





My references were now in place and I could start modelling. I used a cube as the main object for the mine cart and then I used the 4 corners of the face that was underneath the cube to inner extrude a leg for the frame underneath the mine cart.








Next I started to experiment with some materials to apply to my mine cart. The bolts on the frame of the cart I wanted to be a light steel colour but for them to look slightly worn, so I applied a slight reflection to them as then the bolts look scraped and lost their shine. The rest of the mine cart I wanted a darker colour aiming towards iron and again I applied a slight reflection to show it has being worn. The wooden material in the middle I kept changing because I wasn't satisfied with the appearance of the texture but I know I wanted it to be a lighter tone. Inside of the mine cart I used a different tone of wood a darker colour because I wanted to emphasise on the lack of light that the inside wouldn't get.






After I had an idea of what materials I wanted, I made the wheels for my mine cart and lined the focus point with the middle of the objects so when they rotate to roll they stay in one spot.  Finally to finish the model I used multiple spheres and the Boole object to create a bulb that sits in iron casing that acts as the mine carts headlights. The spheres inside the case I applied a yellow material to that makes use of the glow feature so it acts as a light.

My mine cart model is now complete and I wanted to experiment with it moving on a rail road. I created the rail tracks and sat the mine cart at the end before sliding it to the other end of the tracks on the timeline while also rotating each wheel to give it the illusion the wheels were moving the cart.





Thursday, 1 December 2016

Storyboard (Live Brief Project)

Old Storyboard

This is the storyboard for my first idea but after speaking with one of my tutors I decided I needed to do some research to come up with a more feasible idea and at the same time I needed to think about camera angles and shots of the scene. This storyboard was drawn as if it was going to be made as a 2D animation which was not my intention as I wanted to make a 3D animation.

Feedback: If you want to do 3D you will need to think about camera angles and shots and use them to tell the story you want to tell.







I will be analysing a storyboard from a popular video game so I can understand the techniques video game animators use to help them tell a story or help them plan to tell a story before animating. I will also be analysing some public information animations that I find are similar to my project brief. I hope to learn from these storyboards and videos to  be able to use different camera shots and techniques to show different camera movements. Another point I will be looking at is all the aspects within the animations that tell the story, example depending on the story what do they show first? is it a close up or a wide shot? what is the last thing they show you and why? After learning this I will apply it to my ideas and storyboards to tell a story.


Uncharted 3 Drake's Deception Game Trailer (Research)



This is a brief storyboard for the trailer of Uncharted 3: Drake's Deception which came out on the Playstation 3 developed by Naughty Dog in 2011. First of all what I can see from a glance overview of the storyboard is a simple one line description under every frame that describes the camera movement, what is in the scene and/or what a character is doing in a scene. From this I can understand that not a lot of detail is needed for these frames just a short description that lets the animator know exactly what needs to happen in the scene.


Next are the red arrows used in the storyboard these help explain the one line descriptions with movements, for example "the camera dollies right past the land rover" there is a red arrow in the frame that points in the direction the camera should move in the animation. An example that shows an action is moving in a scene is the "figure reaches into frame and grabs gun from sand"where the red arrow points down from a angle showing where the arm will come from and its direction. The red arrows are a very simple but very strong sign that represents the movement in the scene.


The drawings in the frames are very well sketched and clear to anyone even if they haven't seen the finished trailer. Through practice my drawing in time will improve but at the moment if my sketches are clear enough I won't have to worry too much on their execution.





This is the reveal trailer for the storyboard I refer to above and as it is a reveal trailer the animation chooses to slowly show more of the main characters surroundings to create an interest and suspense of the story and the game's title. 


The beginning of the trailer starts with the camera drifting across a table of artefacts, clues and maps just like the storyboard described. This is a part of the slow reveal because it generates a lot of questions first of all fans of the Uncharted series would have been curious about if this is the next Uncharted game because the title of the game isn't revealed until near the end but the artefacts next to the guns suggests to gamers that its the sign of the character Nathan Drake and his adventures. People who aren't familiar wight he Uncharted series will be asking themselves a ton of questions at this point, What game is this? How do the artefacts and maps tie into the story? There is a map of Arabia so what does Arabia have to do with anything? What is the threat to the potential characters in this game if they need to have guns? All these questions are created from the first 30 seconds of the animation and the animators have barely revealed anything about their game yet, this is very important to maintaining a audience making people wanting to know more. The shot itself was intentionally supposed to be a close up so all the items on the table can be identified meaning they have significance towards the story. Alternatively Naughty Dog could have done a wide shot of the table showing items of the table that could be recognised as maps and artefacts but not showing any of the detail and this wouldn't have given the audience much to go on and wouldn't be able to ask questions which overall would make them lose interest.


The next scene we get is a close up of someones legs walking in a desert with hints of fire burning so now we wonder even more about what is going on and who this person is walking through the desert. The next shot is a wide shot of the whole character walking from a shadow out into the sun so we can make out that it is Nathan Drake we are seeing but now we are wondering what is making this giant shadow out in the middle of the desert? And why is Nathan Drake out there? This wide shot is used to reveal more of the surrounding area to give us more questions to ask but our view of the situation is still limited. Next we get a close up of Nathan Drake which shows us like the other Uncharted games that this is yet again out main character because he is the camera's main focus. Then the shot changes yet again but now the camera's main focus is a AK47 assault rifle that is sticking out of the sand which tells us that our main character has some type of enemy, during the same shot Nathan pulls the assault rifle from the sand but we see that a hand of a corpse still has grasp on the weapon while they are buried under the sand and this suggests that the main character was in some kind of battle. Now the surrounding has opened up to us bit more but we still don't have a complete overview of the situation as a whole.


The next two shots put everything into the fray. We see Nathan walking away from the camera with his assault rifle walking up a sand dune and at the same time the camera pans right until it reveals a destroyed car. This technique of slowly panning the camera in to view of the car is very good in the sense of keeping the curiosity and suspense for the audience until the very last second, it has being doing this slow reveal all video and even when it comes to the scene it still continues to keep us on the edge of our seat. Finally we get the grand reveal and starts with a close up of Nathan and behind him there is a glimpse of a huge wreck then we get a shot from behind Nathan so we can see what he sees which is the open desert stretching for miles, he starts walking while the camera zooms out to an extreme wide shot of Nathan where we can see a huge plane wreck surrounded by wrecked cars. At last we can see Nathan's situation where he is stranded in a desert because he was involved in a fight that took down the plane (his transport) that was also for some reason transporting military vehicles.


The analisis of this trailer shows how important the planning of camera shots and movements are for telling a story. Without the camera shots and movements I described the audience wouldn't understand that Nathan Drake would be the main character because without any close ups of him and one continuous camera angle would suggest that he is a side character. Another thing that would be unclear is the importance of the open ended desert and wrecked vehicles to the game's story because it wouldn't have been hidden and then revealed at the end which shows that it has a major impact and instead it would have been visible from the very beginning allowing it not to have any significance.  


 Joe and Petunia - Coast Guard Public Information Animation 


 


This is a public awareness video published in 1968 which explains what a person must do if they see someone at risk in the ocean. The animation is fairly simple in the sense of it stays in one place so the animator could save a lot of time by only having a couple of environments to draw. I should definitely take this into consideration and try to tell a story with as little scenes as I can to ensure I can finish my animation in good time. The story the video tells is also simple but effective, it simply shows a couple sat on a cliff enjoying the seaside and watching the sea to spot a man on a sailing boat struggling with the rough waves. The couple think that the man is having fun in the waves and mistake his scream for help as a hello, but thanks to the binoculars they realise that they need to call the coast guard. To set the scene at the start of the animation the video shows the man in his boat struggling in the sea and then it zooms in to the cliffs behind him where we see the couple sat on the cliff, the reason the camera zooms in to the cliff instead of a simple cut transition is because the zoom makes it clear where the couple are from the sailors position while a straight cut would have possibly confused viewers. When the characters look through the binoculars we see a shot of the sailing boat close up but through the shape of the binoculars themselves, this is a good technique to use because it helps us see what the character sees allowing us to understand why they perceive the situation as they do. While the couple talk through the video there is only one time we get a close up of one of the characters and it is Joe when he is specifically shouting at the sailor. There could be a number of reasons why the animator chose do this. The first could be that this part of the video is really important so the animator wanted to make this more obvious, another reason could be that the animator found what Joe shouts funny so they want a close up to emphasise this, or they wanted to make it obvious that Joe was now communicating with the sailor. Personally I think the animator was making it clear that Joe was communicating with the sailor because the next shot is the a close up of the sailor replying. When I plan my animations I also need to think about what I want to make obvious in a shot depending on what I want my story to be about.        

Storyboard

This is my final storyboard for this project. After researching in to storyboards from one of my favourite video games, analysing the reveal trailer from the game and also analysing the shots used in a public information commercial I came up with my own creative process for a storyboard and one I can confidently work with. The style of the storyboard is heavily inspired by the storyboard use in Uncharted 3 but I found it really easy to follow and I could understand the direction of the animators vision. Also the storyboard is very simple but at the same time gives you all the information you need to animate in a clear format.















Tuesday, 29 November 2016

Magic Light Experiment

This experiment is based on a scene in my idea for the live brief project. In the speech from my brief Natalie says "I am saying that we have the power to support each other to live well" so I had the idea of a person passing a beam of magic light between three other people that represents the 'power' that people use to support each other.

Research and Reference


My style for the idea is similar to a video game render so I looked in to how spells are presented and used in video games. Skyrim is a RPG that was released in 2011 for the PS3 and XBOX 360 and I studied some of the many materials, lighting and textures they used for the spells from the players inventory.






I wanted a light blue colour for my magic beam but I wanted the reference to focus and represent a light source so I chose the spell 'Candle light' because I thought it best fit my idea visually so I used it as my reference.



Experimenting with Materials in Cinema 4D


I started in Cinema 4D with a floor and wall in the background and light hanging above this is so you can see the scene in the render. I then used a basic sphere so I had something to apply my material to, so I could see what it would look like. I chose a sphere because I needed to see my object as a ball of light to accurately calculate the glow and the distance of the glow.  In the materials manager I focused on the colour, the glow, the reflectance, the luminance and the transparency to get to the material I have below.








Making the animation


I started by adding 4 figures to my scene which will act like place holders for my characters during the experiment. Next I resized the ball of light and its position in front of the main figure and then moved its position slightly throughout the timeline, this will simulate that the magic power is building up before blasting towards the other figures. Next I applied the light material to the main figure to show that he is infected or contains the power. Then I created another three spheres, applied the material to each of them and then reshaped them to be long and thin enough to reach between the main figure and the other figures. Finally on the timeline at the right moment I hide the spheres until they need to appear and then I made them grow very quickly to simulate that the magic light is coming from the main figures to hit the other figures. Then after the figures were hit I also applied the material to them to show that they were now infected or contained the power.