Creating a MoGraph Sports Intro Animatic: Modeling Shot Three Assets

Photo of Raymond Olsen

Instructor Raymond Olsen

Share this video
  • Duration: 09:54
  • Views: 1812
  • Made with Release: 18
  • Works with Release: 18 and greater

In this video we’ll build the logo capsule element that we see a glimpse of in shot three.

In this video we’ll build the logo capsule that is revealed in shot three using primitives, a MoText object, a lathe, a cloner and a boolean.

show less

Transcript

In this video, we'll model the logo capsule for both the close-up in shot three and the final shot when it flies into the scene with the title. We'll use a few primitives and some type to block it out to get it ready for the animation needed in shot three. So jump into Cinema and with a fresh scene, save it out as Shot_03_3D_V1. Now, we'll hit Ctrl+B to get into our render settings. Right-click the render settings, Load Preset Preview. I'm going to get rid of my other one. Now, let's take one more look at our storyboard, and you can see it's a real tight close-up and the middle of the capsule is coming out, revealing a shadowy primary logo, which in this case will just be type. We're just going to start out with a basic floor with a hole knocked out of it for the logo to come up through. So for that, we are just going to make a plane. I'm just going to use 1200 by 1200, because I know that's the size I need. Switch to Hidden Line with NF. Then, we're going to punch a hole in it with a Boolean for the logo to come up through. So let's make a cylinder. Give it a radius of 175. Then, I'm going to Alt+click a Boolean, and that'll drop the cylinder into it. Then, I'm going to pull the plane up into it. It defaults to A subtract B, so that knocks the hole out for us. So this is the hole that our type is going to be coming up inside. Now, we'll make the cap that comes up. Go ahead and make a cylinder. About 132, I think, is what I need. I'll go ahead and lock that in. Then, we'll drop the height down on that to about 56, is the number that I have decided on. If you'll notice, my axis went away, so I could get to this thing. That's Alt+D. That's a pretty handy function. Now, I want like a round shape up here. So I found the quickest way for me to do it is just to jump in the front view, grab the Pen tool, and we're going to go into B-Spline just so I can get an easy curve. With the B-Spline, the curve doesn't go directly through the points. The points influence the curve, so it's pretty easy to manipulate. So I'm just going to give myself a little bit of a lens shape. I want to make sure the middle point is the highest so it doesn't have a divot in the middle. I think that'll work, so let's lathe that. That was a CV tool. You can also do this with a regular lathe. Then, I'm going to check my cap segments. It looks like 36. So I'm going to use the same for the lathe, just so our wireframes match up. Let's go ahead and call this "Boolean Floor", the cylinder is "Cap", and the lathe will be the "Cap Top". Now, we're going to make a little bit of detail, and I was thinking these are like locks or something. So just something to add some visual interest, and I'm just going to do that with a cube. Drop down, and drop it into a Radial Cloner so we can get it to line the outside of the cap. So Cloner, then we'll go to Radial, XZ. Boost up the radius. Pull back so we can see this a little better in the top, and you can see it as well. That'll get the cubes close to the border of the cap. Now, I'm just going to scale that cube down with the R hotkey for Scale. There, you can see we're looking better. I think we can go skinner. Let's say 15. Push that up a little, and then we'll go 15 deep. Then, I'll just boost that diameter for the cloner of the radius. I think we need a few more, and I'm also going to push this out just a little more. I'm trying to get the intersection here to make it more apparent. Then, I'm going to boost up the count a little bit. Those are a little fat, so I'm just going to tweak those a little more. That looks pretty cool. So as the cap comes up and spins, that will just add a little bit of interest. We're going to name this "Cap Locks". Now, we're going to make some detail on the floor. So we're going to use a tube, and let's just go into the top view here. Outer Radius, we'll push this up to about 200 to cover the opening in the floor. Then, we'll boost this up to about 135, which closes in the cap. Let's drop the height down to about 25, and then just let it rest right there on the floor. I want to split this, because these are going to open as the cap comes up, as you saw in the finished Animatic. So over here in Slice, let's just slice it. This is going back, so I kind of want this to be in line with that. So when we're looking at the front, we're actually looking at the front. So to do that, I'm just going to change my Slice from 90 to 270, and that'll get us down the Z-axis. So let's call this the "Left Crescent". So let's just Ctrl+drag this in the Object Manager, call it "Right Crescent", and we just want to flip it. So let's take this guy, we'll go to -90, and just creep that around to 90. I want to give this a little bit more detail on the corner. So I'm going to grab both of my crescents, and let's fillet those and we'll give it five segments, and a radius of five. So that just gives us a little bit of extra detail to help separate the objects. As this shot happens, our cap assembly is going to be coming up like this and revealing the type, and we're also going to need an inner wall in here. So let's go ahead and do that. I'm going to go ahead and select the cap and group that, and that's going to use the same axis that the cap has. We'll just call this "Cap Assembly" for now. I want to put the locks and the top in there as well, and then we can go ahead and hide this with double-clicking on the stop lights. Now, let's add the type with a MoText. I'm just using Jocks, and I'm just going with Gotham, because it's a nice, fat, sans-serif font. I'm going to go with a middle orientation, and then just flip that guy 90 degrees to put him on its back. Scale it down to where he can fit through the hole, and then let's give him a little bit more of an extrude. So something like that, I think, looks okay. Then, we'll finish this off with the inner wall. So let's make a cylinder. Just push it down beneath the floor, so somewhere around there. Boost up the radius. I think about 175 is what I decided on. Then, just turn off the caps over here in the Caps tab, and you can see that gives us an inner wall. So I think our angle is going to be something like this. So our inner wall needs to be a little taller. So we will go with a height of 700. That'll give us plenty. Then, in the coordinates, we'll drop that by half of 700, which will put us exactly in line with the floor. So I'm going to go ahead and rename this "Jocks". That's our type. Our cylinder, I will call "Inner Walls". I'll go ahead and unhide this. That's all we're going to need. So in the next video, we'll take all this stuff and animate it with a Pose Morph tag.
Resume Auto-Scroll?