Thursday, 30 June 2016
蜂鸟为什么能向后飞?
由于蜂鸟的肩关节非常灵活,它的翅膀能够最大限度地旋转,使它能够向后飞行。蜂鸟是唯一能够向后飞行的鸟类。 蜂鸟的身体总是保持垂直,所以它的翅膀是以前后振动代替上下振动。这种振动产生的恒定气流托起了蜂鸟身体。它一秒钟能够振翅八十次。它的尾巴只要轻微的活动就能使它前后运动。这看起来似乎很简单,但却需要非常精妙的协调和平衡能力。
Wednesday, 29 June 2016
Flash: Animation (1) [Part 11]
Finally done!
7/7/2016 Edit: Honestly, I just saw that the flash isn't working..... It the wrong timing animation, the text faded fast. I already updated the animation to [this], so I can't change this to working flash now since I only save the newest file
7/7/2016 Edit: Honestly, I just saw that the flash isn't working..... It the wrong timing animation, the text faded fast. I already updated the animation to [this], so I can't change this to working flash now since I only save the newest file
Tuesday, 28 June 2016
Monday, 27 June 2016
Sunday, 26 June 2016
Saturday, 25 June 2016
Friday, 24 June 2016
Thursday, 23 June 2016
Wednesday, 22 June 2016
Flash: Animation (1) [Part 4]
Still, making the dialog.....
You can see....so much objects!
I wonder how Alan Becker feel when he was making animations..
Monday, 20 June 2016
Sunday, 19 June 2016
Saturday, 18 June 2016
Friday, 17 June 2016
Wednesday, 15 June 2016
Flash: Ball Animation [Take 2] [Part 1]
Tuesday, 14 June 2016
Finally, English Flash!
Finally got the english version of Flash!
It took me the whole day!
Great thanks to my best friend + best learning pal!
Monday, 13 June 2016
为什么动画片制作成本那么高?
动画分2D和3D:
2D的话每一个镜头都是人手一帧一帧画出来的,虽然现在有电脑可以减轻很多工作量(以前的时候像宫崎骏那些都是逐帧逐帧手画出来的),但是一个人再有能耐一帧至少也要花上十来分钟吧?而且这种动画最麻烦的地方是换了个人再也画不出这种感觉,为了连戏一般都要花很多时间在团队内的沟通里面。虽然说现在有了许多新技术帮忙,但是观众也越来越眼尖,好像千与千寻里面女主在猪棚里跑那段,因为猪也在动,无形中多了一层背景,也就是说本来只需要画动的小女孩,现在连背景里面的猪也有逐帧画了。抠细节的工作量是成倍的增长的,这类专业人才本身也是很缺乏的。
3D的话一方面是软件成本,要知道做3D动画一连串下来用五、六个软件很正常,这些软件往往都是专业级的少则几千刀多则几千万刀,不是迪士尼这种级别的根本用不起。其次要跑得起这些软件的硬件也是很贵的,我曾听说过国内的特效公司为了跑smoke就专门有台苹果工作站,上面在原生系统上就装了smoke,以保证不卡不崩溃不死机。但是这两个其实都是小头,真正大头是人工,世界上有很多很多能干这个活的人,但是要干得这么漂亮的人屈指可数,就是你把人家工作室里的人请过来手把手教你做你也做不了那种水平的,这就是差距。而且3D动画除了建模之外还有大量时间是花在动作设计和渲染上面的,像好莱坞这种制作水平的,一个专业动画师每周均下来能够做3秒的镜头,还是细节的问题,同一个动作,一点点微小的变化就能让整个动画由牛叉变傻叉,这就是为什么国产3D和好莱坞就这么大差别,不是我们做不到,而是我们没那个资本去做这些细节至极的工作。这么一来成本就比不知道多少真人电影高了。
而且,试想想目前成本高的电影哪部不是用了大量特效的?这些特效不就是动画做出来的吗?到了虚拟世界,想的要比做的简单太多了……
2D的话每一个镜头都是人手一帧一帧画出来的,虽然现在有电脑可以减轻很多工作量(以前的时候像宫崎骏那些都是逐帧逐帧手画出来的),但是一个人再有能耐一帧至少也要花上十来分钟吧?而且这种动画最麻烦的地方是换了个人再也画不出这种感觉,为了连戏一般都要花很多时间在团队内的沟通里面。虽然说现在有了许多新技术帮忙,但是观众也越来越眼尖,好像千与千寻里面女主在猪棚里跑那段,因为猪也在动,无形中多了一层背景,也就是说本来只需要画动的小女孩,现在连背景里面的猪也有逐帧画了。抠细节的工作量是成倍的增长的,这类专业人才本身也是很缺乏的。
3D的话一方面是软件成本,要知道做3D动画一连串下来用五、六个软件很正常,这些软件往往都是专业级的少则几千刀多则几千万刀,不是迪士尼这种级别的根本用不起。其次要跑得起这些软件的硬件也是很贵的,我曾听说过国内的特效公司为了跑smoke就专门有台苹果工作站,上面在原生系统上就装了smoke,以保证不卡不崩溃不死机。但是这两个其实都是小头,真正大头是人工,世界上有很多很多能干这个活的人,但是要干得这么漂亮的人屈指可数,就是你把人家工作室里的人请过来手把手教你做你也做不了那种水平的,这就是差距。而且3D动画除了建模之外还有大量时间是花在动作设计和渲染上面的,像好莱坞这种制作水平的,一个专业动画师每周均下来能够做3秒的镜头,还是细节的问题,同一个动作,一点点微小的变化就能让整个动画由牛叉变傻叉,这就是为什么国产3D和好莱坞就这么大差别,不是我们做不到,而是我们没那个资本去做这些细节至极的工作。这么一来成本就比不知道多少真人电影高了。
而且,试想想目前成本高的电影哪部不是用了大量特效的?这些特效不就是动画做出来的吗?到了虚拟世界,想的要比做的简单太多了……
Sunday, 12 June 2016
Flash: Face Turning Animation
Making a face truning animation with mask, it's more easier to do.
Saturday, 11 June 2016
Flash: Boucning Ball Animation
Doing a ball bouncing animation with squash and stretch technique.
Friday, 10 June 2016
Flash: Fish Tank Animation + Blender: Animation try
Thursday, 9 June 2016
New Software: Blender
Because my friend, I started to playing with blender.
Begin with a cube.
Into the cube~
What did I just do!?
I can reshape it.
Wednesday, 8 June 2016
Tuesday, 7 June 2016
Monday, 6 June 2016
Sunday, 5 June 2016
Saturday, 4 June 2016
Friday, 3 June 2016
3Ds Max: Studying Lights
Learning the light~
The normal light, fine.
Vray Sun, why the color changed?
Vray Light, so bright~
Sky light, easy to use.
Thursday, 2 June 2016
3Ds Max: Studying CAT (1)
Just found a useful tool, CAT.
No the animal one, it is a funtion in 3ds Max.
But it seem hard to control....
I'm learning it, it would be useful in the future.
Wednesday, 1 June 2016
Flash: Platform game (Animation Added)
Added some minor animation such as blinking and bouncing, hope it will be better to play.
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