URL: http://www.cosc.brocku.ca/~rv97ab/3p98/writeUp.html
The movie

The Story:

This story is a school of fish happily swimming around in their water world. As they swim around they are viewing some of the mountain type scenery. As they come around the mountain,they come upon an old sunken ship. They continue on there way around some other mountains, and as they come around the final mountain they are confronted by a bigger fish and are propmtly made into a snack.

Models

All models used in this animation were drawn from scratch using Maya. Our original idea was to draw a realistic looking fish but that proved to be un realistic. Since each detail had to be crafted from scatch, we didn't want to get bogged down with spending too much time just on the modelling aspect of the Maya software.

The models used in the animation include:
 

The Fish

Modeling

All the fish in the scene are made from the same prototype. To make this prototype we began by outlining the basic curvature of the body using the Curve Tool. Outlining just the top half of the body, the entire shape was achieved using the revolve tool giving a circular (sort of bottle shape) that could be squashed and pulled into shape. The mouth was made using a NURBS Spere squeezed into the same eliptic shape as the rest of the fiish. The mouth is merely the start and end sweep of the sphere. In order to distinguish the rear tail, it had to be separated from that rest of the body. We were able to highlight the line and "detach" it from the body so that it could be given a separate colour. The fins  were done using NURBS cones. These cones were also squashed and stretched into shape by manipulating the CV's. The eyes were developed through the "Salty Seal" Tutorial. The eye lids were achieved similar to the mouth using NURBS sphere. All the pieces are then grouped together to form a fish and the three small fish are grouped together to form a school.

Texturing

The small fish are blinn surfaces  textured with the rainbow texture found in Maya. The ramp texture was used to modify the U-V direction of the three colours  as well as the order and spacing. The mouth is a phong surface with a redish colour attached.and the fins and tail are phaong surfaces with white semi-transparent colouring.
The big fish body, mouth and eyelids are also a blinn surface with a green colouring attached.
The eyes on both fish were textured using a phong surface with a black and white ramp texture applied.

Animation

Both fish are set to follow a motion path drawn using the curve tool. The path was manipulated with the CV's to intersect with each other so to give the effect of the little fish being swollowed up by the big fish. The loops and up and down motion was also achieved by manipulating the CV's.
The big fish also has a tail that swings back and forth while it is swimmig. In order to achieve this three joint skeleton was bound to the skin of the fish. The second to end joint was then rotated a few degrees every 20 frames and the key was set. Surprisingly the joint of the fish does not follow along on the motion path with the big fish but remains stationary from beginning to end ( other than the constant swaying of the tail joint)

 

The Boat

Modelling

The sunken ship in the scene was achieved using a NURBS sphere with a 0 - 90 degeree sweep. This gave a bowl shape that could then be enlongated using the scaling tool. The cross pieces are made using NURBS cubes scaled to the width of the boat. The masts were made using NURBS cylinders.
In order to break the hull of the ship the detach tool was used to separate the bow from the rest of the ship. The detached bow could then be rotated at with the pivot point at the bottom to give a broken bow effect.

Texture

The texture of the boat is achieved using a blinn surface with a wood texture applied

Mountain Terrain

Modelling

All the mountain terrain in the scene was achieved using Bryce. The original Bryce scene actually contained alot more features such as weeds and rocks.but for some reason they would not import into the Maya project.

Textures

The texture used for the montains was a rock texture on a blinn surface. The colour was applied using the colour chooser form the attribute editor.

The Sea Floor

 

Modelling

The sea floor was created using a plane. Using the move tool the CV's were raised and lowered to give the floor a rolling type terrain.

Texture

The texture used for the montains was a rock texture on a blinn surface. The colour was applied using the colour chooser form the attribute editor.

Cameras

There are three cameras used in this animation.

Camera 1:  This camera gives an overall perspective of the scene. It remains in this position for the first few frames of the movie. Its main focus however is on the big fish.and views it for the first 192 frames.

Camera 2:  Is a camera that starts form a overall perspective view and pans around and zooms in on the school of fish. The focal point of this camera is set to follow the same motion path of the fish. This allows the ability to move the camera to any position and still have the focus remain on the fish at any frame during the animation. For the final render the camera views the small fish as they come around the first mountain and pans in for an up close view as the pass by the sunnken ship. This camera is also used near the end when the small fish come upon their attacker

Camera 3: This camera angle is set highup an gives a panaorama view of the whole scene. This view is used after the pass by of the fish to show the big fish circling to meet up with his catch.

Camera 4:   The "Fish Cam" is grouped with the small fish and follows the motion path along with them. It gives a view that the fish have as they are giong through the scene. It is used right at the end when the fish are being attacked by the big fish. The way the motion paths intersect,  the "fish cam" makes a path right inside the big fish transportiing the scene into darkness.
 

Lighting:

Since this is an underwater scene no direct lighting was used. An Ambient light node was created and was placed high up in the center of the scene. Underwater lighting proved to be undesireable since any blue shading or fog environment depreciated all the colours and views of the scenery. Since the skin texture of the big fish is nontransparent, when the "fish cam" goes inside the big fish the scene is no longer lit and becomes dark: Simulating the fish being eaten.
 

Comments:

Much of our time (75% +) was spent experimenting with the different aspects of Maya. Most of this time we tried to properly model the water. We experimented with many colours of lighting, fog  environments and camera lenses., In the end, however, nothing seemed to look right. Any environment we added, took away from the colours and general visibility of the scene. We also experimented with surrounding the entire scene with a blue sphere or cube, this looked very good when we did it. We removed the sphere to try different ideas. In the end we wanted to return to that, but Maya kept crashing every time we tried to add the shading and scale the cube to extend beyond the scene.

Conclusion:

Modelling characters using the Maya software proved to be an amazing process. Many thanks goes to Andy Morgan for making himself available (sometimes on short notice), for giving us lots of ideas to work with and showing again and again something else that Maya could do. 
cameo
This page is:
http://www.cosc.brocku.ca/~rv97ab/3p98/writeUp.htm
Last updated: 2001 01 22
Any comments? rv97ab@cosc.brocku.ca or fb 97aa@cosc.brocku.ca

Questions about Brock University? info@www.brocku.ca
Department of Computer Science, Brock University © 2001Disclaimer
COSC 3p98 Animation Project 
Rey Vandervliet ID # 1795566 
Frank Bewzak ID #

 

Back to 2001 animations.