The aims of this unit is:
Equip you with specific industry standard 3D animation techniques in modeling &
articulation for animation.
Encourage you to plan and organise 3D workflows.
Enable you to explore innovative 3D design and technical skills
Develop high level presentation skills for 3D work
Parent and Child
In our first digital session of this unit was focusing on the software maya. Due to us using this software before in a previous unit we understand the basic's. We spent the time in maya in the last unit learning animation process and not on modelling. This session was to help us remember the basic commands and shortcuts in the process of modelling. We also learn the process of organising 3D objects in a Hierarchy Structor.
We learnt that hierarchies are used to link two or more objects together. These objects are linked by the scale, rotation and position of objects too each other. We began to learn a basic hierarchy with two objects. Too link two objects or more together you have to place them in a structor. The main object at the top linked hierarchy is called the parent. Being the Parent means that when this object is moved, rotated, scaled or more the same effect will be placed on the object that is below it in the hierarchy. The object that has been linked to the parent is called the Child. The child can be moved independently from the parent but only when selected it's self. When changing the 3D Child object it doesn't effect the parent.
A Node hierarchy is the same as a parent and child hierarchy. The only difference between the two is how they are displayed. The parent and child is shown as the parent object on top and the child connected with a line below the parent. A Node has the parent connected to the child with a line with a arrow pointed to which is the child. The object that is the child for a node can be placed anywhere long as it is connected and shown as the child from the parent.
More than one object can be added into a hierarchy. You can add more objects under the parents and they become a child under that object, but they have the same value as the first child. The children all scale, rotate and move the same as the other in relation to the parent. You can also make a child under a parent, a parent by linking a object below it in the hierarchy. This means that the highest parent still has full control of all below. But a child under the main parent that has its own child means when that object is moved it doesn't effect its parent but its child below that object.
A null can be a object, point or a line that can be parented to a group of objects. This means that a group of objects that are ment to rotate or move together all act as one, if they were selected separately but all together they would move individually. A null forms a group of objects that act as one.
The second part of our lesson was free time to create a robot model out of objects using the new knowledge of parent and child hierarchy. I created this robot using basic pre made objects in maya:

Our homework as such for the end of the week was to have a look at the video http://www.guerrillacg.org/home/3d-rigging/the-rotation-problem. We had to remember some of the information on rotation problems in maya ready for our next session.
The rotation problem is the computer not being able to follow the animation path in which you created due to the calculation of maths in which the computer finds the path to the object. A easy way of explaining is you see a line from a to b to be the movement of an object but due to a maths error that doesn't understand which path axel to move first. This means that the computer may generate a different route to get from a to b. This doesn't happen a lot but can be a issue when it does.
the problem is called a gimbal. This can be solved using a different method of motion like the qualternions that does get the gimbal issue. Unfortunatly this may help the animation move in the right way but doesn't work with animation curves that is a part of the animation process and very popular.

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