Thư viện tri thức trực tuyến
Kho tài liệu với 50,000+ tài liệu học thuật
© 2023 Siêu thị PDF - Kho tài liệu học thuật hàng đầu Việt Nam

lightning fast animation in element 3d
Nội dung xem thử
Mô tả chi tiết
Lightning Fast Animation in
Element 3D
Master the intricacies of Element 3D, the fast-rendering
Adobe After Effects plugin
Ty Audronis
BIRMINGHAM - MUMBAI
Lightning Fast Animation in Element 3D
Copyright © 2014 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means, without the prior written
permission of the publisher, except in the case of brief quotations embedded in
critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy
of the information presented. However, the information contained in this book is
sold without warranty, either express or implied. Neither the author, nor Packt
Publishing, and its dealers and distributors will be held liable for any damages
caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the
companies and products mentioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this information.
First published: March 2014
Production Reference: 1190314
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78355-938-1
www.packtpub.com
Cover Image by Pratyush Mohanta ([email protected])
Credits
Author
Ty Audronis
Reviewers
Adam Geoffrey Anderson
Jeff Lange
Acquisition Editors
Vinay Argekar
Subho Gupta
Content Development Editor
Vaibhav Pawar
Technical Editors
Edwin Moses
Faisal Siddiqui
Copy Editors
Shambhavi Pai
Stuti Srivastava
Project Coordinator
Sageer Parkar
Proofreader
Ameesha Green
Indexers
Mariammal Chettiyar
Monica Ajmera Mehta
Rekha Nair
Tejal Soni
Graphics
Yuvraj Mannari
Production Coordinator
Komal Ramchandani
Cover Work
Komal Ramchandani
About the Author
Ty Audronis has a rather unique background in the media world. He's often
asked how he got into the field. Well, it's a bit of a story, but he'll be as brief as
possible, narrating it in his own words.
I had the great benefit of having a father in the semiconductor industry and an
overachieving (to say the least) family. So, my family was the first of all my friends
to have a computer in 1980 (well, maybe 1981, I'm not sure). When other kids were
fooling around, I was out hooking up neighbors' computers and showing them
how to use them. I was only seven (or eight).
In the mid 80s, my father hired me to do some quality assurance (QA), and illustrations
for his software. This was my first paid graphics gig (laughable by today's standards).
I used "Dr. Halo" on a monochrome computer, but still, that was a huge advantage
over other kids.
At the same time, I was learning music and programming, and doing anything
where I could mix art and technology. Remember that Star Trek: The Next Generation
episode where that kid got hold of a cool laser thing that meant he could sculpt
anything he liked? That was me, tech and art all the way.
After some difficulties in the music world after high school, I joined the Navy. I forgot
all about art for the time but stayed with technology. I was stationed in Japan and
served aboard the USS Independence (CV-62) from 1992-1994 in a helicopter squadron.
No, I wasn't a pilot or anything glamorous (just a lowly E-3). I got hurt in a typhoon off
the coast of Guam and was retired.
The Navy began to pay for my college fees, and I decided to be a lawyer. I won many
debates, and got a national bronze medal for informative speaking. However, my
mentor for the debates told me not to be a lawyer. She said that I debate effectively
but I couldn't stand people lying. She said I'd have a heart attack before 35, so I went
into marketing.
Why is all of this relevant? Because inadvertently, I found art again. I figured, "I may
as well learn about animation and production, because I'll need to tell them what I
want in their language." So, I took a computer animation class. This is really where
my career took shape.
The class was taught by a man that was to become my mentor, Rick Vertolli. He and
his assistant (Randy Wall) shaped my animation skills, and resparked my desire to
create. After that class in Wavefront (yes, way back then, our workstations were
Silicon Graphics "Indy" machines), I found myself interning for Rick over the summer
and rewriting the text book to be used in Lightwave and later, Maya. This was the
first taste I had of writing how-tos. Over the years, I became Rick's assistant, lectured
several times, and was the full-time lab assistant. I changed my major to a special
major in Computer Generated Special Effects. I also won my first award in animation
during this time (a "Rosebud").
After working with Rick, Randy, and Chris Ficken as an intern and lab assistant for
four years, I was recruited by frog Design as a design technologist. My knowledge
of programming and graphics was unique and was in high demand during the
.coms. Those were the days. We had our desks in a circle with a model train and slot
car track with every video game system on the market, coffee time at 4 PM, soccer
in South Park (in San Francisco) at 5 PM, and unreal tournaments across the intranet
(against other frog offices world-wide) at 5:30 PM nearly every day. Yes, we worked
hard but we played hard too.
Sorry, I digress. At frog, I got to work with some of the world's best companies,
had access to design, animation, web development, and just about every toy a geek
artist could desire. But then, .com turned into .bomb and layoffs came. I still remember
lunches on Bryant St. in San Francisco and going up and down the street to auctions
in Web MD and Pets.com (to name a few). Cars were clogging San Jose International
airport (techs on H-1 visas just abandoning their Mercedes and BMWs and flying back
home to England, France, India, and so on). An auction car would be a steal back then;
times were scary. My first child was born; I was terrified.
So, I returned to entertainment. I went to a local TV station in Chico, CA and worked
on producing ads for a few months. I moved on to an ad agency for a few years
(worst job ever). Then, I met up with another mentor of mine, Robert (Bob) Condos.
Bob gave me my first real production gig. I came on a show called "So, You Want
to Be a Star" as the producer, with Bob as the EP. Everything up to this point in
my career was a concept. I used every bit of my art, tech, and personal knowledge,
and we pulled off the impossible. It was a 14-week show on a shoestring budget.
In the end, I was the producer, director, and editor. We had a lot of help from some
great people but I learned a lot during that show. It's still my favorite experience in
entertainment; not the most prestigious, not the most recognizable, but the best.
This is when my second child was born.
At the same time, I was in a partnership that started an Internet radio station that
catered to MMO gamers in Matrix Online. Machine radio was fun, amazing, and
a great experience. I learned a lot about online community building, appealing to
markets, and what appeals to people in general. I couldn't devote enough time to
machine radio (due to the TV show I was producing), so I let one of the partners
take over—a decision I'll regret until the day I depart this sweet earth. The station
then died.
After a few nondescript tech jobs, I was recruited to California Academy of Sciences
in San Francisco to help with the web redesign during their rebuild in 2007. Near
the end of the web relaunch, the Planetarium Director heard that I had some TV
experience. So, I had lunch with him and gave him a few nuggets of advice on setting
up the Science Visualization studio (basically, a full production and effects department
for the purpose of making visual representations of scientific principles, among which
are planetarium shows). We built the (at that time) world's largest all-digital dome,
a 3D theater, and a full animation and editing department. It was amazing. We won
many international awards and played with some of the entertainment industry's
hottest technology.
The next four years were spent as the senior/supervising editor of Science
Visualization there. It depends on who you ask and what year it was as to whether
I was senior or supervising. It was the same job and I'm not too hung up on titles
so… meh. I got to work with some great people, make some good friends, and work
on some mind-blowing projects (from going to NASA rocket launches to talks with
Neil Tyson to programming interactive exhibits to making friends with Pierre the
Penguin). This was truly a great time in my career. However, nothing lasts forever
and eventually, my position was removed from the department and I was laid off.
I spent some time teaching, spent some time contracting (again, with frog, some
movies, and so on), and eventually landed at a TV production company. A year
of "murder-porn" (as South Park calls shows like I [Almost] Got Away With It) for
Investigation Discovery, some travel channel, and History shows. I hate what
cable television has become, but it's a living and it pays fairly well.
Now, I've moved away from civilization, and my wife and I live in a small town off
Interstate-5 in Northern California. It's private, quiet, and I still get to have my fun.
Currently, I am strictly a contractor. I work on anything from court cases (graphic
simulations, recreations, audio/video cleanup, and so on) to feature movies. I also
write for Videomaker magazine occasionally. Yes, I still do a lot of graphics. However,
what I'm enjoying the most right now is shooting with drones. It's a mix of my media
and Navy careers, and it's truly fun.
So, that's my career. Well, at least the brief summary of it. How did I get into this
business? Luck. A series of coincidences and opportunities (that turned out just right)
have led to my success. Don't get me wrong; I've worked very hard. However,
I've truly been blessed. Not just with opportunity, but with the people who have
given me these opportunities. I'd like to thank all of the people mentioned above
(Rick Vertolli, Randy Wall, Chris Ficken, Bob Condos, the entire staff at "So, You
Want to Be a Star", and the amazing folks I've worked with over the years).
Acknowledgment
I'd like to thank my family: my loving wife Jessica (whose love and devotion make
life worth living) and my children, Aurielle and Asher (who will be the next great
chapter in the Audronis family history).
Additionally, I'd like to thank my father and mother for exposing me to art and
technology in my childhood and sparking my interest in science.
I want to thank all those men and women who serve their respective countries
world-wide in the effort to keep our world safe. From the simple E-3s running
chocks and chains on the deck of a carrier to the special forces that operate with
no glory nor press. Without you all, our world would not have the opportunities
afforded to people like me, my family, or the readers of this book.
Finally, thank you for purchasing this book. I truly hope it has been of benefit to
you, and you have my gratitude for your patronage.
About the Reviewers
Adam Geoffrey Anderson, a Telly Award winner and currently the Senior
Video Editor with one of the top automotive advertising agencies in the United
States, completed his undergraduate work in Pittsburgh and earned his MFA at
the Miami International University of Art and Design. While building a freelance
business, Adam taught college level courses in Final Cut and Avid.
Very passionate about education, he puts himself in situations that challenge his
skills and require him to keep learning as well as providing tips and helping others
hone their abilities.
Jeff Lange is a web content specialist in the field of higher education. In his free
time, he works as a photographer, videographer, digital artist, and creator who
likes to experiment with new technologies such as Element 3D.
In 2009, Jeff gained international attention for designing an iPhone app, Battery
Go!, which reached the top 100 paid apps list.
At a young age, Jeff has become a successful web marketing and analytics
professional in the field of higher education.
I would like to thank my fiancée, Lindsay, for always being
supportive of me. I would also like to thank my family for giving
me access to a computer at a very young age and supporting me
throughout my life. Finally, I would like to thank Andrew Kramer,
Ryan Connolly, Nick Campbell, Andrew Price, and Jonathan
Williamson for helping me become a better artist.
www.PacktPub.com
Support files, eBooks, discount offers and more
You might want to visit www.PacktPub.com for support files and downloads related
to your book.
Did you know that Packt offers eBook versions of every book published, with PDF
and ePub files available? You can upgrade to the eBook version at www.PacktPub.
com and as a print book customer, you are entitled to a discount on the eBook copy.
Get in touch with us at [email protected] for more details.
At www.PacktPub.com, you can also read a collection of free technical articles,
sign up for a range of free newsletters and receive exclusive discounts and offers
on Packt books and eBooks.
TM
http://PacktLib.PacktPub.com
Do you need instant solutions to your IT questions? PacktLib is Packt's online digital
book library. Here, you can access, read and search across Packt's entire library of books.
Why Subscribe?
• Fully searchable across every book published by Packt
• Copy and paste, print and bookmark content
• On demand and accessible via web browser
Free Access for Packt account holders
If you have an account with Packt at www.PacktPub.com, you can use this to access
PacktLib today and view nine entirely free books. Simply use your login credentials
for immediate access.
Table of Contents
Preface 1
Chapter 1: Introduction to the Element 3D Animation 5
Welcome to the world of 3D animation using Element 3D 5
Assumptions about the reader 5
What is 3D? 6
What is Element 3D really? 6
Summary 7
Chapter 2: Welcome to Element 3D 9
The machine specifications 9
The PC configurations 9
Software 10
Introduction to the interface 10
Tour of the interface 11
The Model Browser window 12
The Edit window 12
The Material and Bevel Browser window 12
The Preview window 12
The Scene window 13
Toolbar (top) 13
Modeling versus animating 14
Setting up your first project in Element 3D 14
Staying organized 14
Directory structure 14
Summary 15
Chapter 3: Your First Objects 17
Primitive modeling 17
Booleans (cutting and molding tools) 19
Differences between Boolean operations 20
The shaker top 21
Table of Contents
[ ii ]
Object arrays (duplicating objects in a pattern) 23
Finalizing your salt shaker 25
Point modeling (the table and wine bottle) 25
The wine bottle 26
Do it again (the table) 28
Box modeling (the lamp) 28
Subdivs, metanurbs, and curved shapes 29
The Polygon proxy mode 29
Extruding and editing 30
Freezing subdivs to polygons 32
Incorporating multiple methods (the completed lamp) 33
Summary 34
Chapter 4: Painting Your Geometry (Textures) 35
Digital paint 35
Exporting your objects to Element 3D 35
Lamp shades 36
What are UVs? 36
Assign your materials 38
Exporting your objects 38
The wine bottle 39
Shading in Element 3D 41
Import the lamp 42
Fixing and texturing the lampshades 43
Transparency map workaround 46
Specularity 48
Reflections and refractions 49
Illumination and ambient occlusion 51
Bump maps and using AEX layers for
texture maps 53
Preset shaders 55
Summary 56
Chapter 5: Preparing Your Scene 57
Element scenes in After Effects 57
Saving your objects 58
Preparing our scene 59
Setting up the lamp 60
Replicating the bulbs 61
Lighting the lamp 62
Adding the table and wine bottle 64
Finishing the initial setup 65
Faking shadows 65
Light falloff 66