Creating a MoGraph Sports Intro Animatic: Adding Detail to Shot Four

Photo of Raymond Olsen

Instructor Raymond Olsen

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  • Duration: 15:49
  • Views: 430
  • Made with Release: 18
  • Works with Release: 18 and greater

In this video, we’ll add detail to the ends of the rollers for the camera move in shot four.

In this video, we’ll use cloners, primitives, and some spline objects to build a higher level of detail on the roller ends for shot four. Then we add a light, shadows and SSAO to refine the render.

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Transcript

Now that are rollers are animating, let's go back in and add another level of detail to give the viewer a clear idea of what the final shot is going to look like. Let's go ahead and start adding some detail now that we have the animation. I'm going to grab all the rollers. We're going to crank those up to 24, just to smooth out the edges, and we're going to give the cap segments four, just to give us some more wire frame. I want to show you this image. This is in my reference. Here's just a generic bearing ring. This is the look that I used to model mine after. It's just a series of bearings and some rings. I figured that would be a cool thing to do, and I put some LED lights inside them for the final, but for now we just need to rough it out. Let's create a bearing ring. Going to jump out of here. I'm going to make a new perspective view. You hit in line, and F. Right now, we're seeing iso arms and I want wire frame. That way we can see all of our wire frame. Let's go ahead and kill our cloner. That way we can just focus right here. We need a cylinder. We'll do positive X to line it up. We'll stick with 24, which gives it a smooth surface, but not too much polys. Then, this is a small bearing, so let's start with 51. Move that up here. Hit S to focus. We'll do the side view. Let's switch our camera to left so we can see it. There we go. We can probably put him in roller one. Then we can zero out the Y to center him up. Now, we need to give him a bearing ring, so we'll make a tube. I'm just going to slide this right up to the cylinder, zero out those transformations, and scale it down. Let's turn off our time effecter for now. That's why that rotation was wacky. Flip it to X. Just play with your values there. That'll be our bearing ring for now. Select both those. Group. Call them bearing. Now, let's Alt+click that into a cloner. We want a radial in the XZ. Excuse me, ZY. Just scale him to the right size and crank up the instances. That'll be a bearing ring. If we turn our cloner back on, turn our time effector back on, and hit play, and we'll use that and duplicate it for each one of these guys. Let's go ahead and turn this cloner back off and just focus on the detail. We're going to make an outer ring. Let's use a tube for that. I'm just going to bring him right up into the roller, zero out that coordinate, and I'm just going to move him over here so we can see it. Then we can tweak it. Plus X, scale it down, and I wanted to encase the bearings. Something like that looks pretty good. Those bearings look pretty thick, so let's drop those segments down. About 28 on the tube and 12 on the cylinder, just to lighten up that geometry a little. Let's call this guy outer_ring. Let's duplicate him. Call it inner_ring. Scale it down just a little bit. Push it out. This is the ring that lays on top of the bearings. Just push it into the bearings, so something like that. Now, we're going to duplicate that. This will be the inner_hub. I'm going to bring the inner radius all the way down to around here, about 20, and the outer radius right up to the bearings. We're going to fillet this guy. Drop that down to about four, maybe. Now, we're going to make some kind of, like, lug nuts on here. To do that we're going to use our bearing ring. Duplicate this, just call it lugs. Bring the radius down to where they're in here. Step into here. We're going to ungroup with a Shift+G. I'm going to get rid of the null and the tube, so we're just left with some cylinders. We want a five count. On the cylinder we'll do five. Maybe jack up the height a little. Now, let's go ahead and group these items so we can place some over here on the small rollers as well. We want to grab... I'm having some trouble seeing what I'm selecting, so, for now, I'm going to turn off my fracture. Shift+V will get you to view port perspective settings. If yours is off, you can turn it on the selection wire frame. Now, when I grab these lugs, I can see what I'm grabbing. I want the inner_lug and the lugs. Alt+G to group those. We'll call this the hub_group, and I want to Ctrl+drag this guy up into roller_02. Zero out the Z and Y, and then just scale that group down. Something like that. Ctrl+drag that to roller_03. Make it a child of roller_03. Then, just zero out, with a right click, the Y coordinates. Now, all three of our rollers have some detail. Next, we're going to make a bracket that's going to sit on the leg columns. To do that, I am going to start with a rectangle. Just going to scale it down. I want it to be ZY to line up. I'm going to move it over. Scale it down. This is what's going to hold the inner bracket that holds this roller up. Just kind of something like that, and then you can jump in here and play with the width and height to fine tune it. Then, I also want some rounding. That looks good for now. Now, I want to make a smaller rectangle that will give me the width, and then I'm just going to sweep it along that spline. I'll go ahead and make another rectangle. Scale it down. Bring the height down, somewhere around there. Let's go ahead and name this path. This is going to be our profile. Go ahead and select your path. I'm using CV splines to objects, so I'm just going to do sweep splines. It puts and end-sided profile on there. I'm just going to replace that with ours. Then, I had my profile backwards, so just scale this down, that up, grab the whole thing. Let's hit our axis center tool. Just reorient that axis to the center. Move him over. That looks pretty good right there. Maybe move him up a little. Let's give it a little bit of an overhang. Then we can crank the angle up here on our path curve to lighten the load of polys right there. That looks a little thick. Let's shorten it. Turn our cloner back on. We need to put this in there. There we go. Then, I'll just drop the coordinates down just a little. We may need to... I'm going to use the coordinate panel again. Drop this down a little more, kind of center it. Then, we can take our leg columns. I'm going to fold everything with Ctrl on the plus side and then a regular click. That folds everything up, so that way I can get down here to this conveyor_leg. Then we can just move the columns down a little. There we go. Now we can kind of see through and see our bearings better. Let's jump back out. Turn off the cloner. We need to make an inner bracket now. It's just going to be kind of like a post that has the main screw coming out of this roller. That's how it mounts. To do that, we're going to come into our side view. We're going to create another rectangle. Scale it down. Push it over here so we can see it. Then, the object tab. Pull it into something like this and make sure the edges are intersecting the bracket. Now, I'm going to make a circle and I'm just going to make that a child so I can zero out those coordinates real fast. Scale it down, somewhere around there. Looks like these need to be centered. That looks good. Now, I'm going to take that circle and I want to make this bracket also, kind of, open, like I did with the legs so we can see through it. Going to ungroup these. Grab my circles, go to my boole tools. Going to connect those. Select both of those. Do connect. Close that. Now, we can do an extrude. Let's just change those to caps. Our object, let's drop that down. Call that mounting_bracket. Let's go ahead and add that. We can call this outer_bracket. Now we've got the mounting bracket and the outer bracket. Let's go ahead and make the actual screw that comes out of the roller. I think we should just be able to grab roller_01, copy it into itself, and then just delete all that stuff. Then we should be able to just raise the height and drop the radius. Scale that up to fit in the hole. Let's drop that to...we'll do 12. Yeah, we'll just do two cap segments for that. Now, let's just add two little brackets for these guys. To do that, I'm just going to use a cube. Let's put it up in the mounting_bracket. Zero out those coordinated just to get it up there. Then pull it back out. Scale it down. Move it over. Something like this. So, if you're in the side view, under Ctrl+drag down. In here is where we would mount stuff, but we're not going to put any geometry there right now. Pull these cubes up together. Group them. Small_bracket. Let's instance that. Push it straight down. You can see, our bracket is still a little bit high. Okay, something like that will work for now. Let's go ahead and flip on our roller fracture to get the animation going again. Turn on our cloner. You can see our brackets are a little bit too big. Let's just fix that up. There we go. Let's check out our camera move. Let's go ahead and jump into gouraud with line, which is N~B. I'm going to make a new material, darken it up, put that on our cloner. Turn on SSAO. Turn on shadows. Let's add a light. Show our cameras. Just pull that out. Go ahead and turn the camera back off. I almost forgot. We need a conveyor belt up there. Let's make a cube. Kind of center it above your cloner and over the rollers. Rename it belt. Give it some segments in Z, looks like, just so we can see it. Ctrl+click down. Push that up to the rollers. I think something like that will work. Save it to lock in the v1 file name and Shift+R to render to picture viewer.
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