Class Notes - Thursday, Jan. 18th, 2001

Instructor: Barbara Mones-Hattal
Modeling in general:

Right-handed vs. left-handed coordinate system (thumb=x, index finger=y, long finger=z); positive direction of rotation -- direction of 4 fingers where thumb=axis

2 ways of building models -- 1) polygonal mesh, 2) patches (2D surfaces from splines) (+ 3) subdivision surfaces)

2 classes of models -- 1) hard surfaces (manufactured objects -- more mathematical geometry), 2) creature models (organic objects)

In modeling stage, it is important to think ahead for subsequent procedures such as painting and motion rather than simply trying to maximize efficiency of modeling itself. The modeling requirements also vary depending on the contexts of the animation in which the model will be needed.

Motion hierarchy:

Putting an object into hierarchy prevents it from "exploding" when it moves.

Naming convention -- no general standard, but make it intelligible and easy to understand.

Group discussion -- anything that is located relative to something should be put under it; separate parts of an object should be put into separate hierarchies; sometimes it's necessary to simplify more complex & deformable objects.

Showing of a short animation film ("Gerald McBoing boing" by Bobe Cannon) -- shows what traditional animation can achieve that modern photorealistic animations do not (simple-yet-effectiveness, smooth transition, exaggeration of proportion & scale, etc.)