Discover how RAVEN was created entirely on home computers!

Part III: Character Design & the Basics of Animation

 

MODELS & TEXTURES

It all begins with a "model". Virtual 3D models work and behave in very much the same way as real world physical models. They are sculpted using the computer as a tool, then covered with a texture or surface map to hide the exposed geometries beneath. This is much like painting a physical model. Once the model is complete, it can be manipulated inside the computer: viewed from any angle, or posed to represent human physical expression.

For RAVEN, we're using a software program called POSER from MetaCreations, Inc to do all of our character animation. Unlike the higher end 3D software programs, Poser is specifically designed for this use. It even comes with a number of pre-built humanoid, animal and clothing models, so beginning animators like myself don't have to master 3D geometry, computer programming and the like to get started in desktop movie making.

For our leading lady, we'll start with Poser's Nude Female model. Since we want to customize the model, we'll add poseable long hair, a costume (in Raven's case, her skin-tight costume is a texture that is painted directly on her body. Other characters, like Poizon, wear actual poseable clothing), and some jewelry - such as the choker and ankh pendant she wears around her neck.

This is what she looks like in wireframe mode. This allows you to see the general geometries of the model. Note the hair, choker and ankh objects already in place.
And here's the model in FlatShaded mode. This is basically how she appears before we place texture maps on her for skin tone, surface, tattoos, etc. For the final result, we'll want to give her skin tone, clothing and pupils . . . Once this is wrapped around the matching parts of the figures' body, she'll look a little more human.
Raven, with the textures applied (note pupils, lipstick, eyeshadow, etc). Also, since this shot takes place at night, we've adjusted the lighting to give it a nice, John Carpenter-nighttime blue look. Nice and atmospheric.

 

0

ANIMATION BASICS

For character animation, Poser operates using a method called Keyframe Interpolation. Basically, what this means is, you place the figure at key poses at certain positions in the duration of the shot (say at frame 1, frame 15, and frame 30, etc) and the computer generates all the frames in between poses, creating the illusion of movement when the video is played back.

Here are a couple of keyframes in a Demon Jump motion:

In the final animation, the computer has filled in all of the motion between these frames to produce a nice, smooth scene. Getting the models into these positions takes a lot of time and work, since every body part must be moved seperately.

<PREVIOUS ______ NEXT >