Category: maya
This week, I first tested the accuracy of each expression and the expression of vowel sounds and consonants. Then I made animations based on the syllables that appeared in the video clips that I wanted to imitate, and when they appeared.





Then I set up the lighting based on the background and video I found to make them as realistic as possible. And then I’m going to render this animation. Then the nuke is exhausted for special effects and background compositing. Then put into Premiere Pro for simple audio and video fusion. This is my final result.

Week 9: Behind the Scenes: Head 4
This week I tried facial binding using the same method as the original bone binding. But I found a new method on YouTube, and I think it’s a very good method. So, I thought I would learn and experiment with this method. Here’s a link to a video of me learning:
This is a good idea, but it takes a lot of learning and experimenting. After a week’s time, I tried six times, finally successfully binding.






Week 8: Behind the Scenes: Head 4
In this lesson, we have learned to make a simple model of the mouth. First the lips are extended inwards, then the teeth and tongue are made separately. Finally, combine them together for later binding.


This week’s Maya header model fixes the details and changes from last week’s work. The reason for the fix is that we need to use this model for animation. If there is a problem with the model or weight, the animation process can be difficult to fix, so we spent a whole week modifying the model and weight details.
Due to my model, I failed to brush the weights 5 times and my model became very scary. This allowed me to go back to the drawing board and make what I thought was a perfect model.


Because of this model, I summarized the disadvantages and advantages of all the previous models. I avoided all the failures, I was more careful, and I was more skilled. Thanks to this almost perfect model, the uv fit was also very smooth this time.

Week 7 MAYA RIGGING


In this lesson we learned how to bind bones to a model so that we can animate it. First we learnt what an articulated skeleton is, how to create one and learned about the clumping relationships of articulated skeletons. We then bound the skeleton to the model. Finally we learnt how to draw the weights of a skin. This session was one that required patience for us. We should start by making a simple expression of a raised head to give us a reference for when we draw the skin. Drawing the skin is a great test of skill and patience. I have been working on this for a long time.
Week 6: Behind the Scenes: Head 2
In this lesson we first learned how to use the uv editor. Use the various tailoring tools in the uv editor to match the uv to the map. This is the first time for me to edit such a complex model, which is a big challenge for me. I spent a lot of time working on it after class because I never got it right. Because my model has too many faces and is asymmetrical. My classmate suggested me to make a new model with fewer faces and symmetry.



This week, we use a basic scanning model of the face, using quadrilateral rendering to generate our own face based on the appropriate topological layout. We start topologically with the eyes, then expand by the quadrilateral until we have covered half of the face. Because of magnetism, every point we create will be attached to the original model. It was very difficult for me, especially when making ears. I often get node links wrong. Because I often link triangles or pentagons. Because each time there was a different error, I repeated the model many times. Fortunately for this model, we only do half of it and then mirror it later, which makes a lot of sense in terms of saving time and effort, as any asymmetric elements can simply be added later.





In this class, I redesigned and made the hot air balloon model, and gave more details to the hot air balloon. The making of rope models and various materials learned in the last class are applied to this model. And I used the bend function in the hot air balloon to add a ladder to it. And the soft selection function was used to adjust the details of the ladder and hot air balloon, so that they are more close and there are indentations.


In-class exercises with a bottle, cups, and liquids in cups. Through this exercise, we learned the EP curve tool drawing method to make wine glasses and wine bottles. And through this exercise, we also learned about different liquids, different materials of glass.


In the second half of the class we started making models of hot air balloons. This model is for use later in nuke’s course. This model is a bit difficult, and there are many adjustments that need to be made. After the class, we added the uv and adjusted some details.
Week 2 Lego


This lesson is a continuation of consolidating knowledge of simple modelling in maya. By learning the basic command operations of the software, I gained a better understanding of the model and a better grasp of the structure. The teacher continued to walk us through the interface menus and learned about each scroll bar.
The most rewarding part of learning to model this LEGO model was the special copy, I realised that I could adjust the parameters by xyz and that ctrl+shift+D (special copy) is a very good tool to use.
And we explored different types of modelling building low and high resolution models
And basic environments. A brief study of UV set-up and texturing.