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3D ANIMATION: SEHARI YANG MALANG DALAM HIDUPKU ROSIADI BIN TAJUDIN SCHOOL OF INFORMATICS SCIENCE UNIVERSITY MALAYSIA SABAH 2006 DECLARATION The materials in this report are original except for quotations, excerpts, summaries, and references, which have been duly acknowledged. ROSIADI BIN TAJUDIN LF 2004-3898 March 27" , 2006 ABSTRAK ANIMAS! 3D (SEHARI YANG MALANG DALAM HIDUPKU) Projek yang dibangunkan adalah berkaitan dengan animasi 3D (3- Dimensi). Projek animasi ini melibatkan penghasilan satu cerita pendek berunsurkan nasihat supaya kanak-kanak mentaati nasihat dan cakap ibu bapa. Ini Kerana ibubapa merupakan orang yang paling penting dalam hidup kanak-kanak. Mereka merupakan orang yang mengasihi anak-anak dan menjaga mereka, Oleh itu. anak-anak mesti mentaati mereka dan mendengar segala nasihat dan cakap mereka. Keseluruhan jalan cerita menggunakan watak haiwan (serangga bersayap) yang hidup dalam sebuah hutan. Namun demikian, kehidupan haiwan tersebut digarap supaya relevan dengan kehidupan manusia pada realiti sebenar. Semua mesej ini disampaikan melalui sebuah cerita animasi pendek bertajuk Sehari yang malang dalam hidupku dengan mesej Taati cakap ibubapa. ABSTRACT 3D ANIMATION (THE WORST DAY IN MY LIFE) The project being developed is a short story in 3D (3-Dimensional) animation. The story is all about an advisory story for people especially children to listen to their parents. As parents is the most important parts in children life, where they are the people who love them and taking care about them, children should respect their parents and listen to them. Children shoud follow their parents advice and never ignore it even once. Overall of the story plots use animal characters (insects) who live in the jungle. However, through this animation the animator try to make the storyline relevant with human life in reality. All of the message presented in an animation tied The worst day in my life with the message Listen fo your parents. Table of Contents DECLARATION ABSTRAK ABSTRACT LIST OF FIGURES LIST OF TABLES CHAPTER 1 INTRODUCTION 1.1 Introduction 1.2. Problem Statement 13° Goal 1.4 Objective 15 Target Users 1.8 Project Timeline (Gantt Chart) 1.7 Report Organization CHAPTER 2 LITERATURE REVIEW 24. Introduction 2.2 History of Animation 2.3. Technique Applied in Animation 2.31 Traditional Animation 2.3.2 Computer Animation 24 2D Animation 25 Evolution to 3D Animation 26 Differences of 2D and 3D Animation 27 3D Animation in Film Industry 28 — Storyline Definition 29 Theme 240 Conclusion CHAPTER 3 ANALYSIS 3.41 Introduction 32 Requirement 3.2.1 Hardware Requirements 32.2 Software Requirements 3.2.3. Functional Requirements CHAPTER 4 DESIGN 44 Introduction iv iii vi vii BRON = ea ao 10 " 12 13 7 7 18 20 20 20 24 22 25 42 Synopsis 43 — Structure Flowchart 44 — Storyboard 441 Storyline 442 — Storyline Explanation 443 Character Design 44.4 Stage Design 445 — Narrative Script CHAPTER 5 IMPLEMENTATION 5.1 _ Introduction 5.2 Modeling 5.2.1 Character Modeling 5.2.2 Object Modeling 52.3 Environment Modeling 53 Rigging 5.4 Animation 55 Lighting 5.6 Rendering 5.7 Audio and Video Editing CHAPTER 6 TESTING AND EVALUATION 6.1 Introduction 62 Testing Before The Development of The Project 63 Testing During The Development of The Project, 64 — Suggestion and Problems CHAPTER7 CONCLUSION 7.1 Introduction 7.2. Project Constraints 7.3. Recommendation For The Future Development REFERENCES APPENDIX A APPENDIX B 25 26 28 28 31 39 43 43 49 52 sees 73 74 75 76 f8sarug < Figure 2.1 Figure 22 Figure 2.3 Figure 2.4 Figure 2.5 Figure 4.1 Figure 4.2 Figure 4.3, Figure 4.4 Figure 4.5 Figure 4.6 Figure 4.7 Figure 4.8 Figure 4.9 Figure 4.10 Figure 5.1 Figure 5.2 Figure 5.3, Figure 5.4 Figure 5.5 Figure 5.6 Figure 5.7 Figure 5.8 Figure 5.9 ist of Figures The Cel animation technique 3D animation models (Human and animal character) in category 1 3D animation models (Animal character) in category 1 3D animation models (Human character) in category 1 Film uses the combination of real character with 3D character in category 2. ‘Structure flowchart of storyline Front view of Didy character Side view of Didy character Front view of Biby character Side view of Biby character Front view of Jijy character Side view of Jiy character Front view of Didy's father Front view of Didy's mother Front view of Didy's Home Example of creating the sphere shapes Example of giving color to the body skin Example of the upper body of Didy character after skin being added. Final object of Didy's model before combined together The linkage between each shape of Didy's model Final model of Didy, Biby, and Jiy Creating Didy's home using geometry of oylinder and cone Make hole inside cylinder for the wall of Didy's home Final of Didy's home before skin being 14 15 16 28 31 32 33 34 35 36 37 38 39 45 46 48 47 48 48 50 50 51 vi Figure 5.10 Figure 5.11 Figure 5.12 Figure 5.13 Figure 5.14 Figure 5.15 Figure 5.16 Figure 5.17 Figure 5.18 Figure 5.19 Figure 5.20 Figure 5.21 Figure 5.22 Figure 5.23 Figure 5.24 Figure 5.25 Figure 5.26 Figure 5.27 Figure 5.26 Figure 5.29 Figure 5.30 Figure 5.31 Figure 5.32 added Final of Didy’s home after skin being added Creating the tree model using foliage Creating the hills using the smoke action Modification of the smoke by using modifier displace Modification of the jungle color by adding the skin on it Creating the ground The arrangement of tree in the jungle environment The arrangement of objects inside Didy's room Insert bone inside Didy's model Attached the bone to the model skin by using modifier Final Didy's model with bones Freeze other parts of Didy's model except the wings Example of animating Didy's wings Creating path using line Example of animating using path constraint Locating the first cameras angle Locating the second cameras angle Locating light and make shadow effect in a scene Example of shadow effect in a scene Example on how to render a scene Example of editing the sound in Sound Forge 8.0 Video editing process using Sony Vegas 4.0 Movie rendering technique by using Sony Vegas 4.0 51 52 54 54 55 55 56 87 59 59 60 62 63 64 64 65 6S 68 69 70 ra 72 vii viii List of Tables Table 4.1 Storyline explanation 28 Table 4.2 ‘Show the narration script 40 CHAPTER 1 INTRODUCTION 4.1. Introduction At the early age of animation, it was done by hand and all of the frames in animation had to be drawn on a piece of paper. A tremendous amount of work is essential even to develop shortest animated films. There ate couple of different techniques were developed for creating animation by hand such as Cel animation, key frames, and Rotoscoping technique. However, the development of computer technology has driven the new era in animation in which where 1ce the invention of software which enable an today. animator to developed 2D (2-Dimensional) animation to the invention of software which enable an animator to develop 3D (3-Dimensional) animation, the area of animation have been developed and it is used in many area of industry today. Talking about 3D animation, people will imagine the movement of realistic character which as same as in the real life. The development of 3D animation today, makes the 3D elements useful in multiple aspects. In example, 3D is used for the purpose of advertisement on television, film production, video clip production and also games industry. The most popular one of the usage of 3D is in the film production, Nowadays, 3D character is used to performed action in many films which cannot be reached or done by human character. This is especially for the animal character, fictions science character and many more. We have seen much 3D animation films in the market today. There are two kinds of 3D film, the first one is in cartoon character and the second one is in real character. For example is King Kong, Lord of the ring, and 4:25 Dinosaur which use the 3D character that look like it is real. The examples of 3D animation using cartoon character such as Shrink, Over the Hedge, Toy story and Ant Bully. Problem Statement In 3D animation development, the most critical problem is to create a good character which could attract user's attention. The character being developed should suitable with the story line and could bring the message of the story. The weaknesses in character design can cause the story will not be understandable and the message of the story will not be reached by end users. Today, 3D animation has become the popular types of animation to create stories or simple animation movie. This happens due to the rapid changes from 2D animation to 3D animation. 2D animation looks flat and the movement of characters looks unrealistic, This makes the story being developed look like immature. This scenario causes the message to be brought by 2D animation sometimes cannot reach to the audience, In terms of the film industry, 3D animation becomes one of the most important parts especially for the story which involves science fictions, The limitations of action which can be done by human actor force the film director to hire a good animator to create an animation for certain characters in their movie. This can be seen such as the character of dinosaur in Dinosaur movie and the character of a big snake (Anaconda) in Anaconda movie. In the rapid development on animation today, most of the animation being created focuses on comedy, wars and happening stories. There are less of animation story which focuses on moral value. Thus, in developing this projects, focus were given in developing a story which conveyed a moral value which is suitable with the target users. 1.3. Goal The goal of this 3D animation project is to develop 3D animation short stories that have a moral value and can be emotionally entertaining whilst educating people especially children. The entire story is brought to audience in a simple 3D animation story titled Hari yang malang dalam hidupku. ("The worst day in my life’, with the message “listens to your parents’) 1.4. Objective In developing this 3D animation there are some objectives that would like to be achieved. It is hopefully that the list of objectives for this project will help to achieve the goals of this project. The objective of this project as stated below: a) To develop an interesting 3D animation which may attract user especially children, b) To entertain people watching 3D animation besides promoting good value to people especially children through 3D a 1.8. Target User Generally, the goal of the development of 3D animation story is to attract user to watch and enjoy the story, However, to attract the user attention on the story being developed, animator or developer should know the target user of the story. By knowing the target users then, a relevance story can be developed to fulfill the goals of the project. The target user for this project is children aged below 12 years old. This is because; children age is the most suitable age to learn about positive values. However, the story can also be watched by different ages of people 4.6. Project Timeline (Gantt Chart) Refer to appendix A 1.7. Report Organization This report contains 7 chapters. The first chapter is Introduction. Introduction chapter describes the basic of animation development. Besides, it also touch on the goals and objective of the project being developed and general information on animation development which is based on the weaknesses and problem faced by the early style of animations. In this chapter the target user is also being specified and the schedule of the project development plans is presented in Gantt chart. The second chapter is the literature review. Literature review, consist of the history of animation and the evolutions in animation which brought to the 3D animation level. Besides, it also tells on the technique applied in animation and the use of 3D animation in film industry. A brief description of the animation being developed with theme and a few elements related to animation field also discussed. The third chapter of this report concerned on analysis of hardware and software requirement which will be used to developed this 3D animation project. The explanation of hardaware and software used in both side of developer and end user were discussed briefly. The fourth chapter in this report is design. Design become the most important part in 3D animation development because it is the phase where animator try their best to create a good character and stage (In form of sketches). In this chapter, the synopsis of the 3D animation being developed and the character design is presented. The overall storyboard of this 3D animation project also being elaborated in details. The fifth chapter is implementation. This is the critical phase in 3D animation development where animator begin to develop their story character into 3D model. In this chapter, the explanations of the modelling process, rigging process, animation, hting, rendering proces and also audio and video editing being elaborated in details. The explanations will be supported with some figure on how it was done. While, the sixth chapter is testing and evaluation. Testing and evaluation being done to examine the functionality of the overall 3D project. This is to ensure that the 3D short stories being developed accort with the target user's requirements. The testing and evaluation process is divided into 3 parts which is testing before development, testing during development and testing after development of the projects. And, the last chapter in this report is conclusion. This chapter concerned on summarise all of the chapters from the first to the end chapter. There also some recommendation being suggested for the future development of 3D short stories animation. CHAPTER 2 LITERATURE REVIEW 241 Introduction Nowadays, animations have become one of the most developed fields in multimedia. It is being used in many areas of industry, especially in film industry, advertising and promotion, education and also in game industry. However, peoples are never alert on how the animation was begun and some particular thing which bring the animation to what it is today. Thus, in this chapter, it will touch briefly on the history of animation, techniques. being used in animation, 2D animation, and the evolution from 2D to 3D animation, the use of 3D animation in film industry, and also the difference between 2D and 3D animation. Besides, in this chapter also, the storyline definition and theme of this project is being discussed. 2.2. History of Animation Animation did not just happen instantly. Many people contributed to make animation on what it is today, and make computer animation at all possible. From using the moving images which consist of many sketches of scene drawn on a paper, then developing techniques for creating animation using computer, the field of animations have developed to what itis today. Animation is a technique of moving characters by combination of frames of picture following the sequence of it movements. The word “animation” comes from a Japanese words “anime” which means breathe, wind, air and alive. The development of animation is driven by the invention of electronic devices which can present the animation to the audience. In 1831 Dr. Joseph Antoine Plateau and Dr. Simon Rittrer constructed a machine called a phenakitstoscope which produced an illusion of movement by allowing a viewer to gaze at a rotating disk containing small windows, behind which was another disk containing a sequence of images. When the disks were rotated at the correct speed, the synchronization of the windows with the images created an animated effect (Cybulski, k. & Valentine, D., 1995). However, as times goes by many devices have been invented which enables the end user to watch and enjoy the animation. The first animated film is “Fantagmagore" was released on 1908 done by Cohl (MacLaughlin, D., 2001). After that many animated films have been created and few animation companies have been setup which involved in animation industry. The early company that monopolies animation industry such as Kansas City Slide Company (1920), Walt Disney Studio (1922) and Bray Studio (1923) All of the early animation was created in 2D (2-Dimensional) animation. However trials to make 3D anim: ion have been started before the invention of computers. That is, in 1936 Max Fleischer produces "POPEYE THE SAILOR MEETS SINBAD THE SAILOR’ a 20 minute film. It is shot on a horizontal rig with 3D (3-Dimensional) models for background and the characters drawn on cels and placed between two sheets of glass and set in front of the models (Cybulski, k. & Valentine, D., 1995). After the invention of computer on 1942, the first computer animation film is created that is “Bouncing Ball’ done at MIT by Saxenian (Cybulski, k. & Valentine, D., 1995) And today, animation have becomes one of the biggest industries in the broadcasting field. It is used not only for the purpose of films and cartoon production only, even in another fields such as advertisement, games, and education. 2.3 Technique Applied in Animation Since the early age of animation until today, there are many technique have been applied to make animation. Generally, types of animation technique can be classes into ‘two categories which is traditional animation and computer animation. 2.3.1 Traditional Animation The traditional animation consists of many techniques. The most popular are Cel Animation and Rotoscoping. Before the use of cel animation the entire frame, including the background and all characters and items, were drawn on a single sheet of paper, and then photographed. Everything had to be redrawn for each frame containing movements. However, after the cel animation invented by Earl Hurd and John Bray in 1915, it becomes an important innovation to traditional animation. It allows some parts of each frame to be repeated from frame to frame. A simple example of using cel animation technique would be a scene with two characters on screen, one of which is talking and the other standing silently. Since the latter character is not moving, it can be displayed in this scene using only one drawing, on one cel, while multiple drawings on multiple cels will be used to animate the speaking character. The example of the usage of cell animation as show on the figure 2.1, on the next page a Character Cel Character Cel _ ‘Composite ‘ Image Background Figure 2.1: The cel animations technique. How two transparent cels, each with a different character drawn on them, and an opaque background are photographed together to form the composite image. (Source: Wikipedia, the tree encyclopedia ) The second popular method of traditional animation is Rotoscoping. It was invented by Max Fleischer in 1915. In Rotoscoping technique animation is “raced” over actual film footage of actors and scenery. Traditionally, the live action will be printed out frame by frame and registered. Another piece of paper is then placed over the live action printouts and the action is traced frame by frame using a lightbox. The end result still looks hand drawn but the motion will be remarkably lifelike. In Rotoscoping, if the movie was supposed to contain inanimate objects like a car or a boat, @ small live action model of the object(s) ‘was built and painted white, while the edges of the model were painted with thin black lines. Most of the popular cartoons use the Rotoscoping technique such as. in Snow White and the Seven Dwarf and Sleeping Beauty. 10 2.3.2 Computers Animation As time goes by, the invention of computer in late 1840 has change the way animation being created. After computer age comes, the animation designer move to animation studio, where there the outline drawings scanned into the computer and filled with digital paint instead colured by hand like in cel animation. By computer, working in animation become easier and fast. Computer animation has developed rapidly, to the current stage where movies can be created with characters so life-like as to approaci inguishability from live- action actors. This involved the movement from 2D to 3D (Discussed in 2.4 and 2.5). Computer animation involves modelling, motion generation, followed by the addition of surfaces, and finally rendering. Surfaces are programmed to stretch and bend automatically in response to movements of a ‘wire frame model’, and the final rendering converts such movements to a bitmap image. It is the recent developments in rendering complex surfaces like fur and clothing textures that have enabled stunningly life-like environments and character models, including surfaces that even ripple, fold and blow in the wind, with every fibre or hair individually calculated for rendering, 2.4 2D Animation The 2D animation is the early styles in animation before the development of 3D animation. The concept of 2D animation is arranging pictures or images in sequence following its movements order. This called frame by frame oriented or picture by picture. In developing 2D animation, animator or developer needs to draw the same character in multiple movements on pieces of paper. After that, the papers contain movement of 25 u image will be move quickly to make the characters looks alive. In this style, the patience of animator is very essential to draw thousands of movement for a character in a film. Nowadays, with computer technology, 2D animation becomes a bit easy to be done. Animator just needs to master 2D animation software to create an animation. The most popular software use to create 2D animation is Macromedia Flash and Toon Boom. Many 2D animation stories have been created and it's dominating the animation market until today. However, the movements of character in 2D animation look flat and sometimes not attractive, Evolution to 3D Animation The 3D animation evolves from the usage of 2D animation. 3D animation becomes Popular due to the weaknesses of 2D animation and desire of animator and developer to create animation that looks like in reality, 3D animation is a process where characters or objects are created as moving images. Rather than traditional flat or 2D characters, these 3D animation images give the impression of being able to move around characters and observe them from all angles, just like real life (Christensen, S., 2005). 3D animation technology is relatively new and if done by hand would take thousands of hours to complete one short section of moving film. The employment of computers and software has simplified and accelerated the 3D animation process. As a result, the number of 3D animators as well as the use of 3D animation technology has increased. The evolution of 3D animation move together with the rapid development of computer technology. The invention of Computer Graphic Image (CGI) that can be installed in a computer bring a great view of visual and this contribute to the production of a good 3D animation performance. 26 2 Futhermore, there are many 3D software tools have been created to make 3D animation. Some of the popular one is Studio 3D Max, Poser and Maya. All of this software increased the productivity of 3D animation production. What is being done by 3D animator is to create a re sw from the fantacy view that being imagine by audience, A good animation story is the animation which have a good storyline and arranged properly in order. As the objective of animation that is to give enjoyment and satisfaction to the audience and at the same time leave a great impact in audience memory. That is why, before comes to the development phase, each eements and storyline should be studied so long the animation being created could reach demands of end user. Today, the 3D elements have been combines with the real image. The aplication of blue screen usage make actor can perform with cartoon character through editing process. This can be seen in “Looney Tunes” film and many more. Differences of 2D animation and 3D Animation The difference between 2D and 3D animation can be seen in image design, character movements, background, colouring styles and many more. In term of images, 3D animation look like realistic and attractive than 2D animation which the image look flat. In 3D animation the character is designed to be look alive so that it can attract the end user attention. As being stated befor the development of Computer Graphic Image create a new technique in animation. The CGI technique help animator to create great animation movements rather that using the manual technique. 27 B In term of background and stage development, 3D animation can be matched with the real bckground. Since the character look like realistic, so there is no problem to combine 3D animation with a realistic background. This can not be done to 2D animation where animator forced to draw the background of every scene in a story. In term of colouring styles, the 3D animation use many tones of color that makes. it look more attractive in realistic. This is not goes to 2D animation. 3D Animation in Film Industry Looking at the development of 3D animation, it is undeniably that it is one of the important elements in film industry. 3D animation bring the way movie presented to end user to a level where users can experience the things which they imagine in fantacy into reality. A well made 3D movie can provide an audience with an unparalleled cinematic experience that stimulates the imagination in a way that is undeniable. Digital technology is constantly making huge strides in every aspect of filmmaking and video production This statement goes for 3D production as well 3D animation in film industry can be classes into two categories. The first category is a 3D animation film in which all the character and stage fully uses 3D models. This category is very difficult to be created because animator needs to design every stage and character and it will take time in producing a film. Besides, the character and stage in this category will look like cartoon and the 3D elements just can be seen in the movement of characters. Most of the animation film in this category usually uses animal character such as in the Hoodwinked, The Wild, Toy Story, Madagascar, and Over the Hedge movie. However, there also some of the animation films in this category use human character such as in Final Fantasy, where the characters, models and stage look like about to reali 4 Figure2.2: 3D animation models (Human and animal character) in category 1 (Source: “Hoodwinked” animation movie} Figure2.3: 3D animation models (Animal character) in category 4. (Source: “The Wild” animation movie) 15 Figure2.4: 3D animation models (Human character) in category 1 (Source: “Final Fantasy’ animation movie) The second category is combination of 3D character or models with realistic scene or even with true actor. For this category the 3D models being uses look like in real life to make it is matched with realistic world. A good technique of modeling and colorings is essentials in this category to create models that look like in realistic. Most of the movie use this category is the movie which related to fiction science story, history, and movie with character which can not be performed by human character. The examples of flm use this category such as King Kong, Namia, and Harry Potter. ‘With the invention of many techniques and driven by the development of new technologies. new movies with even more advanced and arguably better animation quality are enroute (David, S., 2004). These make the 3D animation as a very competitive market in animation industry. 16 Figure2.5: Film uses the combination of real character with 3D character in category 2. (Source: “King Kong” Movie)) Even there are many films in 3D animation in the market today, most of the movie focus on comedy story, wars. hostility and heroism rather than 3D animation movie that conveyed full story which have moral value. However, there are some 3D animation movies which bring moral value to the end user. For example, in the Hoodwinked animation movie, it assigned a story of a young gitl who love his grandmother very much and taking care of her. Besides. in The Wild animation movie the animator of the story tries to give love value between parents and children. All of this can be seen through the scene where the lion father try to save his son who being transferred from their zoo in US (United States) to Aftica Zoo. With the love spirit, the lion father bear to hijack a ship 28 29 7 to go to Africa with his friends to save his son. From this movie, the end user can get many moral values such as love value and friendship value. By that, the end user might realize how important parent and friends in their life. Storyline Definition In animation, the function of a story is to tell and express about a things or events that occurred throughout the anit ations whether in physically, mentally or spiritually and change every time. For example; a) Things which is required and achieved. b) Decisions which being made. ©) A journey to be accomplished. d) The solutions for a problem Theme The definition of theme is the main concept of a story. Theme should be comes together with the story that is going to present to the end users. A good theme will make a story to be consigned accurately and easily understand by the end users. There a few themes which always being used in a story such as: a) War b) Family ©) Heroism d) Love ©) Friendship f) Terrified g) Comedy h) Religious, and 18 i) Hostility Sometimes, there is also a combination of themes in a story. It is aims to reinforce the storyline or the animation being presented. For example, at the beginning of a story the theme brought is hostility. However, the theme changes to friendshi climax of the story or animation and at the end of a story the theme change to love theme. In order to attract user attention a story also always comes with comedy theme in certain part of the story. In this 3D animation project Hari yang malang dalam hidupku, it consists of a combination of two theme namely love and friendship. The love theme can be seen in Didy's family character. Didy's parent love him very much and taking care about him. They don't let Didy go far away from their home because it was dangerous outside for a litle bee boy like Didy. However, one day Didy was ignoring his father advice and go far away from his house with his friends until evening. Due to his deafness of his parent's advice, Didy was get involved in an accident and his right wing was broken. While, the friendship theme presented in Jijy and Biby character. They brought Didy home after the accident by using a stick of wood, 2.10 Conclusi n In this chapter, it has show how animation was begun in the early day of animation. It also discussed about 2D and 3D animation briefly and some example of 2D and 3D animation films. The development from 2D to 3D animation is driven by the invention of many programs such as Maya and 3D Max. These programs made creating 3D characters and 3D animated projects possible. With the popularity of movies like Toy Story and Shriek, the genre of 3D animated films has established its place in 21st century culture, What's 19 more, there's a demand for 3D animation over and beyond what animation houses and movie studios are currently producing. From the example of 3D animation story given on the previous sub chapter, it shows that most of the 3D animation today less focuses on giving moral value to the end users. This is why, through this project animator try to create a 3D animation story which conveyed a positive moral value so that the end user might get some education while watching this 3D animation. Thus based on the concept and technique that have been studied, it will be applied in developing this project to create a short animation story titled Hari yang malang dalam hidupku. CHAPTER 3 ANALYSIS 3.1 Introduction The development of a project needs some requirements to make the project perform better and achieves the goals of the projects. In developing 3D animation, the capabilities of computer and hardware plays a big impact of the animation quality. The animator should determine the minimum and maximum requirement of hardware and also software to be used to develop a good and attractive animation. 3.2 Requirements To ensure this project implemented effectively, some computer hardware and software is required. In this project, the hardware used has a minimal rate of capabilities to create an animation. This is due to the restriction such as high cost is required to buy the hardware with maximum capabilities. Software also is the most important thing in the animation development. There are few of 3D animation software sold in the market today. It comes with many capabilities to help user or animator to create 3D animation, However, in developing 3D animation, there are also some other software being used to edit graphics, sound and to make simple animation. 3.2.1 Hardware Requirements The hardware requirements used in this project are: = Central Processing Unit (CPU) Intel Pentium 4, 3.06Ghz "Hard Disk, Maxtor 80 GB SATA II 32.2 21 + Graphics Card, 128 MB (ATI Radeon 9450) + Memory Chip (RAM), DDR2 512 MB "Keyboard + USB Mouse "= Monitor, Acer LCD monitor 15" Inch "Printer and scanner = Speaker "Storage Devices (Thumb Drive), Kingston 1GB. + CD-Rom Drive, Samsung 52X Max, and = DVD-RW Drive, BenQ double layer While, for the user the hardware requirements they need to view this 3D animation is a set of desktop computer or laptop which at least have capabilities such as: = Inte! Pentium Ill (1.06Ghz above) = Integrated graphics slots, and "Monitor and Speaker Software Requirements The list of software used in this project as shown below: + Autodesk 3ds max 8 "Adobe Photoshop CS * Sonic Foundry Sound Forge 8.0 "Sony Vegas 4.0 Video Editing "Microsoft Words 2003 + Windows XP Professional operating system, Service Pack 3 2 3.2.3 Functional Requirements Below is the explanation for the hardware used in this project: "Central Processing Unit (CPU) Intel Pentium 4, 3.06Ghz The power of processing units being used influenced the performance of 3D animation being developed. Processor determines how fast data can be processed. The minimum specification to developed 3D animation is Intel Pentium 4, 1.5 GHz and maximum until Intel Pentium 4 or Intel Pentium D, 3.60 GHez (today). (For Pentium Branded Processor) "Hard Disk, Maxtor 80 GB SATA II Internal Hard Disk used in these projects is required to store all the information being collected, store the model being created and stored the end product of 3D. animation. The minimum capacity of storage device can be used as little as 2068. "Graphics Card, 128 MB To enhance the graphics presentation of the 3D animation it is suggested the gtaphics card should be installed into the computer. This is because it will help to give a good view of animation to the user rather than using integrated graphics. + Memory Chip (RAM), DDR2 512 MB The efficiency of a computer also depends on the Random Access Memory (RAM). RAM is a place where the memory of application being used is stored. The jigher the RAM power would help in rendering process in term of time- consuming. For this projects the lower power of RAM can be used is 512MB and up to the maximum power of 2GB. + Keyboard Used in typing process (insert the data) and help in overall of the 3D production, 2B "USB Mouse Help animator to perform his work on this projects (editing graphics, create animation characters, editing sounds and etc) "Monitor, Acer LCD mo! 15” Inch Display the work being done and the end products of these projects. The wider the screen the more visual satisfaction achieved. Minimum specification is 15” Inch and the maximum is 17” Inch. "Printer and scanner Use to print the project report and document such as reference from internet, + Speaker To listen to the sound, especially during sound editing. "Storage Devices (Thumb Drive), Kingston 16B. External storage device which used to stored data get from the internet or any other resources, It is compatible and mobile, It replaced the diskette as external storage devices, + CD-Rom Drive, Samsung 52X Max Used to install some software comes with CD. + DVD-RW Drive, BenQ double layer Used to install some software comes with DVD. It also used to burn the final product of these projects inside the CD's or DVD. And below is the explanation of software used in this project: + Windows XP Professional operating system, Service Pack 2 Basically, this is the main system which used to run all the software that used in these projects. Its support the operation of the software used. 24 "Autodesk 3ds Max 8 The most important software in this projects which enable the modeling and rendering process being done, and mostly all of the characters and stage design ‘was built using this software. It's good software to create 3D animation + Adobe Photoshop CS Used to create some graphics and do editing on some graphics. + Sonic Foundry Sound Forge 8.0 It is the software which is use to record voice, edit sounds and make some sound effects, + Sony Vegas 4.0 Video Editing It is the software which is use to arrange the 3D clips into sequence before the end product of 3D movie. The editing of this 3D movie being edited using this software. "Microsoft Words 2003 and Microsoft Project 2003 The programs used to type the report, draw table, diagram and figures. CHAPTER 4 DESIGN 44 Introduction As being stated before, design is the most important part in 3D animation development. Sometimes it becomes critical to create a good design. A person always comes with a good idea. However, when come to design phase they failed to design their ideas nicely and make the end product of their design is not adorable. There are few things that designer and animator needs to determine and consider before go to the next phases after design. For example they must ensure that they are able to animate the character and stage they have designed and they also need to determine the suitable color to be used in the real animation. All of this are important to make the 3D animation being created are interesting and fulfil the objective of the project being done. 4.2 Synopsis The 3D animation Hari yang malang dalam hidupku is an edutainment story to advice children to listen to their parents. It’s being presented in form of narration story. The story is about Didy, a young bee boy who lives in the hive hanging on a big tree in a thick jungle. He lives with his family and has two close friends, Biby and Jlijy. The climax of the story begin when Didy recall his memory to the incident happened to him a year ago. The incident was the very worst day in Didy’s life. Everything begins when he and his friends went out to play around the jungle. His parents advised him to not playing too far from their home because Didy and his friends are very young and did not know much 43 26 about the jungle. However, his happiness caused him forgot on his parents advice. They were playing far away from their home until evening. Suddenly, while running after each other, Didy had hit a big trunk of a tree and he fell down to the ground. His right wing was broken and he could not fly. With the help of his friends, they brought Didy home using a stick of a small wood. After that day, Didy cannot go out for a week and he just stayed at home while waiting his wing recovered from injures. He regretted because ignoring his parents’ advice. His recall memory ended when his mother called him to have breakfast. Structure Flowchart Structure flowchart will give a brief overview of the cronology of the 3D animtion that being developed. The cronology of the story arranged from the beggining of the story, the middle of the story and finally, the ending of the story. In this 3D animation project the structure flowchart as shown below: Climax Beginning Ending —_— —— Figure 4.1: Structure Flowchart of storyline. The explanation of the flowchart as shown above as bellow: a) Beginning ‘* Introduction of the main character b) 27 ‘* Morning scenery where Didy just woke up and was sitting in front of the door in his bedroom. ‘+ Didy remember his last year memory which is the very worst day in his life (Recall memory) Middle (Story recall memory) ‘+ Didy was gone out to play around with his friends. ‘+ His parents told him to not go too far from their home because he is very young and do not know much about the jungle. ‘+ Didy and his friend played around the jungle and forgot on his parents’ advice. ‘+ They have flying far away from their home Ending ‘* Didy serve severe injures and cannot fly. His right wing has broken after he hit a big trunk of a tree. He was lie down on the ground. ‘* His friends brought Didy home by using a stick of wood ‘+ Didy cannot go out for long time while waiting his right wing recovers from injuries ‘+ The experience makes Didy aware that he should go against his parents advice. ‘* The story ends when Didy recall memory was interrupted by his mother voice who called him to have breakfast. 28 44 Storyboard 4.4.1 Stor In this 3D animation project, there are 5 characters. The main character is Didy. While, the side character is Didy’s father, Didy's mother, Biby (Didy's friend) and Jiiy (Didy's friend). The stage being used is the jungle and Didy's home (a big hive). Overall of the story happened around the jungle. In the explanation of the character design the view from the front and side of Didy, Biby and Jiy are illustrated. While, for the character of Didy’s father dan Didy’s mother the illustration view of the character ilustrates from the front only. This is because, both character just a side character which being not developed in this 3D animation story. They only exist in a picture. In this storyboard also the overall storyline were presented in 20 scenes (Refer to the appendix B). and the explanation of each storyline were presented separately (refer to 4.4.2). 4.4.2 Storyline Explanation ‘Scene ID Explanation SBI = Scenery of the hills view from above. * Camera will zoom at one of the biggest tree where there lives Didy and his family in a big hive hanging on the tree. SB2 = Didy is sitting in front of the window in his bedroom, while looking around. "He just waking up. SBS = View of the atmospere inside Didy’s bedroom. 29 SB4 ‘Camera zoom in the the picture frame hanging on the walls in Didy's bedroom. It is the picture of Didy’s father, mother and Didy himself. SBS After the introduction of Didy's family, camera will oom out the view of Didy's home from outside. ‘Camera focus back on Didy and the scene where Didy recall his memory will appeared. SBE The story of Didy's flash back memory begin Didy was waiting for his friends in a very wonderful morning to go to play around the jungle. SB7 Didy’s friend, Jliy and Biby come and ask Didy to go. SBS Didy told his father that they were leaving He advice them to not went out far away form their home. SB9 ‘Scenery inside the jungle where Didy and his friends flying around and playing, race after each other. SB 10 ‘Scenery inside the jungle where Didy and his friends flying around and playing, race after each other. SB iT Scenery of the jungle from above to show that Didy and his friends have go too far from their home. SB 12 View from the back where Didy and his friends was flying, race after each other and a line of big tree was infront of them, SB 13 Didy lost control of his hits a big trunk of the tree. He was flying down to the ground. SB 14 Didy Tie on the ground. 30 SBI5 Zoom in Didy who was lying on the ground and show his broken wing. His right wing was broken and he cannot fly. SB 16 Didy’s friend took Didy home by using a stick of wood. Where Didy bites the stick in the middle, while his friends bites its at the both end of the stick. SB 17 ‘A few days later (words) appear on the screen SB 18 Didy was looking around from the window of his room. Didy cannot fly because he is not recover from injures. 3B 19 Didy's recall memory end when his mother called him to have their breakfast. SB 20 The story ends ‘The word "The End” appear on the screen SB - Storyboard Table 4.1: Storyline explanation from SB 1 to SB 20 31 4.4.3 Character Design Character: Didy Description: + Didy is a young bee boys and the only child in his family + His parents love him very much + Age around 8 years (in equality to human age). + His body colored is dark yellow and has three black strips. Character: Didy Character: Didy Figure 4.2: Side view of Didy Character: Biby Description: ‘+ Ayoung bee boy at the same age as Didy. + Hes Didy’s friend who lives nearby Didy's house. ‘+ He has four black strips on his body. 33 Character: Biby Figure 4.4: Front view of Biby 34 Character: Biby Figure 4.5: Side view of Biby Character: Jly Description: + Abee boy, aged a year older than Didy and Biby. ‘+ Hes Didy's friend, who lives nearby Didy’s house. + He has 3 black strips on his body and he is a tiny bee. 35 Character: Jily Figure 4.6: Front view of Jijy Character: Jiiy Figure 4.7: Side view of ily Character: Didy’s Father Description’ + Aside character that just appears in a picture. + He is Didy’s father around middle aged people 37 Figure 4.8: Front view of Didy's Father Character: Didy's Mother Description’ + Aside character that just appears in a picture. + She is Didy’s mother around middle aged woman 38 4.4.4 Stage Design Stage: Didy's Home (Hive) Description: © Abig sitting on a big tree. ‘+ Aplace where Didy and his family were live. 39 ‘Stage: Didy's Home vi ) a 3S a 3 ~ Figure 4.10: Front view of Didy’s Home 40 44.5. Narrative Script Scene ID Narration SBT Narrator: Namaku Didi. Aku tinggal di sebuah hutan tebal berhadapan sebuah bukit, Inilah dunia kehidupanku. Seekor anak lebah yang masih mentah dalam selok belok belantara ini SB2 = SB3 Narrator: Aku hidup dalam sebuah keluarga yang aman dan bahagia. SB4 Narrator: Ini ialah ayahku dan yang disebah kanan itu ialah ibuku. Mereka merupakan insan yang paling penting didalam hidupku. SBS Narrator: Aku mempunyai sebuah kenangan pahit yang sukar untuk ku lupakan. Peristiwa ini merupakan peristiwa paling malang dalam hidupku. SB6 Recall memory: Narrator: Pada suatu pagi yang indah, aku dan kawan-kawan ku ingin bermain disekitar kawasan kediaman kami. Kami berialu pergi setelah memberitahu ayahku. Ayah ku menasihati kami supaya tidak pergi terlalu jauh dari kawasan kediaman kami. Kerana dunia di luar sana amat merbahaya untuk anak lebah kecil seperti ku. SB7 Narrator: 4 ‘Aku dan kawan-kawanku berlalu pergi dengan hati yang riang dan gembira. SBB Narrator: Kami bermain sambil berkejar-kejaran antara satu sama lain. SBO Narrator: Menerokai belantara yang luas ini dan menikmati keindahannya. SB 10 - SB 1T Narrator: ‘Tanpa kami sedari hari telah pun menjelang petang dan kami telah pergi ke suatu tempat yang jauh dari kawasan tempat tinggal kami. SB 12 Narrator: Namun, disebabkan leka bermain kami terus berkejaran antara satu sama lain, Tiba-tiba terdengar jeritan kawan-kawanku menyuruhku berhati-hati kerana ada dahan besar dihadapanku SB 13 Narrator: Namun aku telah hilang kawalan dan melanggar dahan tersebut. SB 14 Narrator: Apabila aku sedar, aku terbaring di atas tanah. SB 15 Narrator: ‘Sayapku telah patah dan aku tak dapat terbang. SB 16 Narrator: Dengan bantuan kawan-kawanku aku di bawa pulang ke rumah menggunakan sebatang kayu yang kecil. SB 17 Beberapa Hari Kemudian a2 SB 18 Narrator: Beberapa hari kemudian, aku hanya duduk dirumah sahaja kerana belum sembuh dari kecederaan. Aku berasa sangat sedih dan menyesal kerana tidak mendengar nasihat orang tuaku. SB 19 Didy’s recall memory ends. Didy Mother: Didy, mari makan..sarapan pagi dah siap ni. SB 20 The ends. Didy : Kepada rakan-rakan diluar sana, patuhilah nasihat orang tua kerana melanggar kata-kata mereka buruk padahnya. Table 4.2: Show the naration script using in Sehari yang malang dalam hidupku. 54 52 CHAPTER 5 IMPLEMENTATION Introduction In the multimedia process development, implementation phase comes after design. It is a critical part in 3D animation development because here animator will create the real character and model which already sketched in the design phase. In the implementation process of this 3D animation short story it involves there important phases that is preproduction, production and post-production. Besides these three major phases, there will be some small phases inside that is. 1. Modeling Rigging Animation 4- Lighting Rendering & Audio and video editing The six small phases above is the critical parts that animator will go through in 3D animation development. Thus, in this chapter animator will explained the sequence of steps being done by animator in doing all of the phases. Modeling In 3D animation development, modeling comes at the first stage of the implementation phases. Here, animator will create the model that will be used in their animation story. 44 For these projects, the modeling processes were divided into three types that is modeling the character, modeling the environment and modeling the object. All of the modeling process in this project used Autodesk 3ds max 8.0 software. In Autodesk 3ds max 8, there are few ways that animator could use to create their model. It depends to the animator which one they like to use. Besides, there are also few preset models provided by the software, 5.24 Character Modeling In character modeling, animator creates the model by using the combination of geometry (standard primitive). It is one of the ways to create simple model in Autodesk 3ds max 8. The basic model such as box and sphere already provided and animator just need to change the shape into the their model shape. The explanation on how to change the shape will be explained after. In the character modeling for this project, animator needs to create three character models. Since the entire model is the same character (bees), 50 it is not difficult for animator to create it. When the first model of bee already created, animator just need to make instance of it and do some modification to make it differ from the other bee character and save it into the new file (*.max). The basic standard primitive shape use for the character is sphere, cylinder and box. After some modification of the shape alll of the shape will be attach (using attach action and schematic view) so that all of the shapes will be combine together. In these projects, the character modeling for one character was done separately. That is, animator do the hand, wings, eyes, head, leg and body model separately and combine it at the end (using attach action). After the models of a bee finished, animator then gives colors to the model by using material editor. Before that, animator needs to create the skin that will be use for 45 bee body in Adobe Photoshop CS and import the skin file (‘jpeg) to the material editor in Autodesk 3ds max 8. To color the bee model animator just drag the skin that already import to material editor to the bees body. The same ways used to color the character hands, head, eyes, wings and legs. In this report animator will give example on how Didy character being created. The sequence of action done in modeling the character as shown below: = Modeling Didy’s model [ea eer Pio ae oe . cm ay a eae aes arena | aaah canes [mf um Figure 5.1: Example of creating the sphere shapes 1+ Create sphere by using geometry as shown on Figure 5.1, Select the sphere, right click mouse and choose convert to poly. 2 Click the modifier in command panel and select polygon. Make some modification so that the sphere will be transform to the bee upper body shape. 46 3: After that click “M”, The material editor panel will be shown and select diffuse > bitmap and open the skin color that already created in * jpeg format. 4- Drag the bee skin into the shape created. IE from the * jpeg Figure 5.2: Example of giving color to the body skin. 5- Then mesh smooth the model by select Turbo mesh smooth in modifier list. The final shape of Didy’s upper body as in the Figure 5.3. Figure 5.3: Example of the upper body of Didy character after skin being added. a7 6- The same action (steps 1-5) applied to create other parts of Didy's model - ‘such as lower body, eyes (using the sphere shapes), legs and hands (using the box shape), the wings (using the box shape), and the feeler (using the ‘combination of the cylinder and sphere shapes). The final object of Didy's model as shown in the Figure 5.4. (ASR JUR GS one wed e ay nes vigieor! a | ) J S| a e | 2 9 4 * 3 % ee ee Figure 5.4: Final object of Didy's model before combined together. When all of the shapes of Didy's model already created it will be combining together (attach). The connection of each part is created by using schematic view. Make sure that all of the shapes were link properly and give name to ‘each shape to make it easy to be detected. Refer to the Figure 5.5. ‘The steps 1-8 applied to create Biby's model and also Jijy’s model. However, the skin will be different and animator creates different skin texture to each character in (* jpeg) file format and import it to the material editor. RRDG 4 oor Jnipese ag Ie Sine sis ol oT) aes ano | os wa a ‘Schematic View = ‘The linkage between each shape eae ney __—$—_————— TTT Figure 5.5: The linkage between each shape of Didy’s model. [AAS Ser JORG Fon mire de ail Erica) jvgewr) [oarecse a 3 | Be a 8 %| 2 By 4 =| ® 3 7 s igure 5.6: Final model of Didy, Biby, and ui. 49 6.2.2 Object Modeling In this project, there are few objects that need to be created by animator. This entire object is the static object such as Didy's home, three, table and picture frame. To create the objects, animator use the same way as being used in creating the character modeling. In which the animator used the geometry and standard primitive style, The way to color the object model is the same as to color the character model. In this report animator will show on how Didy's house (bee hive) was created. Animator also used the preset object model for the trees that already provided by Autodesk 3ds max 8 software. All of the preset object of tree can be view in the AEC extended and select object types Foliage The explanation on how Didy's home (bee hive) was created and how to get preset model for the tree as shown below: * Modeling Didy's home 1- The shapes of cylinder and cone were created by using geometry. (As in Figure 5.7) and some modifications were made. 2+ Make hole inside the cylinder by creating another cylinder and put it inside the first cylinder (Figure 5.8). Then, select compound object > Boolean >Pick Operand and click at the first cylinder. The hole will be created inside the first cylinder and these will be the wall of the Didy's home. The same thing is done to create the window by using box (Figure 5.9). 3 After satisfied with the shape then the shapes were combining together by using schematic view as in character modeling, 4 Lastly, the color for Didy’s home added using material editor. Here, animator use combination of multiple color in the library (Figure 5.10) 50 a [Oi Re LL i to ra) 2 iat oh oS ih = mt | FRSta/8 +o ROVE De Figute 5.7: Creating Didy's home using geometry of cylinder and cone. a [Oi ee LU i to a8) 2 ict oh oS ih = nt | view Ti [asveaee SH oeSVPOVeORRED od ao Se oe nee fs Figure 5.8: Make hole ide cylinder for the wall of Didy’s home. 31 Figure 5.9: Final of Didy's home before skin being added Figure 5.10: Final of Didy's home after skin being added «Tree modeling Due to the time limitation, animator just uses the preset model for the tree that have provided inside Autodesk 3ds max 8. Below is the explanation on how to get the preset tree model. 52 1- Go to the command panel, then select geometry and select AEC extended. 2+ In the object types, Foliage was selected and few trees model shown on. the box below it (Favorite Plant). Just click the tree and drag it into the stage. 3- In this project, animator uses the Banyan tree model and American elm as the basic tree for the jungle stage. Refer to the figure 5.11 PORES +b me) sie Ae AEC Extended Banyan Tree a 2 ©} | ¥ = e %| 2 oO 4 + * | | s ae, Slr me] Figure 5.11: Creating tree model by using foliage 6.23 Environment Modeling The environment modeling is the arrangement of the model into the real situation that will be in the 3D animation story. However, animator also uses some other object for the environment such as the hills. To creating the hills animators uses the plane shapes in geometry and do some modification by using material and 33 modifier. Animator also uses background to minimize the time use for rendering. This is due to the hardware limitation in which when animator create the entire environment in real it can not supported by animator computer. view and the In this sub chapter, animator will explain on how the ground were created. Besides, animator also will show the jungle environment stage that used in this project and how it was arranged. Refer to the Figure below for details: "Creating the hills view 1- The plane object being created using geometry. Then the smoke action was added from the material editor (Click “M") > choose diffuse > new > smoke. The smoke parameter then changed (Figure 5.11), 2. The smoke action then dragged to the plane object and some modification done in modifier (Modifier > modifier list > displace) (Figure 5.12). The strength of the displace setting changed and at the map action choose scene and select smoke. 3+ The color of the hills created was changed to green color and the jungle skin was added on it. This was done by select the color and the skin in material editor (Figure 5.13) 4- Another plane created as background of the sky and the scenery of the sky was added on it from the material editor.(Figure 5.13) In creating the ground view, animator applied the same steps such as in creating hills view. Animator just change the strength of the displace modifier to the lower number and drag the ground skin on it from the material editor. (Figure 5.15) oa Modifier list [eaieeer lb mote * 3 6) bi 3 a os Ss Plane %| object 3 3) Ee * = ‘Smoke parameter 2 ? oe gtr 5 mas & Gf — of Figure 5.12: Creating the hills using the smoke action [eae eer Ae RObeU | ig] 5 t q 3 ‘The plane after 3 modification _ 8 using displace fee xieia ol le ete ie 54 =n 213 aeoT | aiiivels ta] Change the map in displace to smoke j SHO SVP OVeOR SE OUR Fy aia # I — — of Figure 5.13: Modification of the smoke by using modifier displace 58 [eaIS Ser JS Romo Backaround skin | Final hills afer skin was added (Mie iA isinie Ra Figure 5.14: Modification of the jungle color by adding the skin on it Per caL_Metetial ector Fa. eS a Moder List Aisi a 71@0T) 3 Ground sin is — = a *} a . ‘a / 7 EPL Firat ercunaview ae s iS = 3 =| A Changetne ESS sah! : stenghotthe Fe | ease y espace to over = a number ime a os t uw “San a P — oo Fore L ‘Deen raf Dern snare | | 2m So Figure 5.15: Creating the ground 56 + Creating the jungle environment To create the jungle environment, animator use the tree objects and the ground view that already created before. The steps as: 1. Open the ground view file and merge (import) the tree on the stage. 2. To create muttiple trees click mirror and select instance on the main toolbar or right click the mouse and select clone option. Then select instance. 3 After some tree have been created then arranged it on the ground. (Figure5.16) PS oh Sao tie Bt i! ew AOmT Bareses a 2 0 a rs = S s ca a + + + 2 7 4 a SSA aie Fw, eine ae Figure 3.16: The arrangement of trees in the jungle environment + Creating the scenery inside Didy’s home To arrange the environment of Didy’s room animator use the entire object that already created before. The steps done as below: 37 1+ Open Didy’s home file. Import the entire object that will be placed inside Didy's home by using merge action (file > merge). 2+ After that, animator arranges all of the objects inside Didy's room. (Figure 3.17) b a Z| 5 es & = S » & o 4 =| + 3 + J Ee] VA A@RT laceeaus ee et a eee est Figure 3.17: The arrangement of objects inside Didy's room 53 Rigging The Rigging process refers to the process where bone or biped was inserted into character model to enable the movement of the character. Rigging is very important in 3D animation because by go through the rigging process animator can animate their model easier. This is because it uses the concept of human bone. In this project, animator uses the bone style. However, biped also can be used. Biped is the preset bone provide in Autodesk 3ds max 8. To create the bone, animator need to go to the system panel and choose object types as bone, and then start to draw 58. the bone from top to bottom of the character model. Before that, animator should make sure that the model where the bone will be inserted is transparent so that animator can see the view of the internal side of the model. This can be done by go to display, display properties and see through. Animator should test the movement of the character every time after they insert the bone inside the character body. This is to avoid skin tear and the bone is not attach to the skin. When the bone is too big or too long, then animator can rescale the bone size by using the rescale action. In this project, rigging process was being done for the bee's characters only. This is because only the bee's character will be animated in this 3D animation short story. For the details on how to insert bone inside the character model, animator gives example by using Didy's model as shown below: + Inserting bone inside Didy’s model 1- To make it easier to insert the bone inside the model, animator makes the model transparent. done by right click the mouse, choose properties and choose see through. (Figure 5.17) 2. Animator start create the bone by choose the system and select bone. (Figure 5.17). The bones were drawn from the top level of Didy's model to the bottom. The bone size rescaled so that it can fit inside Didy's model using the bone parameter. 3. After all of the bone already inserted, the bone then attached to the model by choosing modifier > animation > skin and click add. (Figure 5.18) 59. a om > a RRO SO a SR rede alin! ‘system _}Eisaie= al 3 ZeoaT! 3 os eas 5 mo wy Sones TEs om 2 pat o Didy’s model in i the See through Bone = BS - perameter a aia 2 Poor : —— | 7 a f (7aew@T) oaréasl a aaa x x : y ; Figure 5.19: Attached the bone to the model skin by using modifier 60 Bone already insert inside Didy's models Figure 5.20: Final Didy's model with bones 5.4 Animation After go through the process of modeling and rigging, then animator can start to animate the character. Usually animation of the character is done in the different stage with the environment stage. After the animation being done, then it will be imported to the ‘environment stage for example, in this project animator create the animated character of the bees and then import it to the jungle stage. There are few ways to animate model such as animate frame by frame, using motion animation (usually model that use biped), or using the animation action such as constraint. In this project animator use the frame by frame animation and also the constraint. The most challenging parts for animator in this project are to animate the bee wings. Animator uses the frame by frame animation to animate the wing. Besides the wings, animator also animates the leg and hand of the character for walking and also the eyes movement. After finish animate the wings, eyes, legs and hands of the bee's animator than insert it into the scene (environment of the story). Before that, make sure the character that already animated is save as an object (group together). This is to avoid shape 61 conflict with the other model or object which uses the same shape. At the environment stage the character models were animated once again to move from one part to another part in the stage (left to right, front to back and so forth). For this movement, animator uses the constraint action. By using the constraint action, animator should create one line as a path that will be passing by the character. The straight line can be modified by using fillet action in editable spline (at the command panel, choose shapes and line) such as bend it in the middle and so on. After satisfied with the line that created then animator select the bee's model, and go to the animation panel, select constraint and select path constraint. After some modification of the path constraint action, the animation of moving from one part to another part will be created automatically. Besides animating the character model, animator also should animate the camera. There are two types of cameras that is target camera and the free camera. To access the cameras, go to the command panel and select cameras, then select the types of camera that will be used. Animator should determine the best angle of cameras to have a good shoot of the animation. After found the best angle animator can animate the cameras by select the cameras, click toggle auto key mode and click the key symbol. After that, determine the next angle of the cameras and after found the angle click the key symbol once again. So, now the cameras already animated and it will automatically move (take shoot) from the first frame to the end frame. The frame is determined by the animator by selecting the time configuration. It can be by seconds or by frames. Explanation on how to animate the bee wings, the use of path constraint action and how to animate the cameras view as shown on the next pages. 2 = Animating Didy's wings 1. ‘Open Didy's file model. Ungroup the model and select Didy's wing only. This is done by select other parts of Didy’s model except the wings. Right click the mouse and select freeze selection. For the best view of wings animation, animator uses the top view port. (Figure 5.21) Set the time configuration to 20 seconds. And select the right wings. After that, click the toggle mode key and rotate the right wing to the desire angle. Then click the key symbol. Then take the second angle and click the key symbol once again. (Figure 5.22) ‘The above steps are repeated in each 1 seconds. The same steps also done for the left wing. Figure 5.21: Freeze other parts of Didy's model except the wings. [20 RSer JOR Oe eam oni sede eh nels! al ABORT) anboes, ‘Second angle of oe First angle of the left wing | the right wing —— | Set key for the 20 seconds first angle Set key for the ‘second angle PRer S| +o hOVOR Pte Do B Figure 5.22: Example of animating Didy's wings + Animating using path constraint 1. Open Didy's model that the eyes and wings already animated, From the shapes select the object types line. Draw the line form the first point to the end point that Didy will fly. Modify the line by using modifier and make it smooth using Fillet Figure 5.23) 2: Click Didy's model and select animation > constraint > path constraint. Set time configuration to 20 seconds. ‘3- The path that Didy will pass by will automatically be created. (Figure 5.24) comm 2 S| a oe ene Figure 5.23: Creating path using line om 2 ee jegL Aten eae iowa Fececeeer hea wiaowT ——— le = —— SHOE SOP OVSCBIRED ae aaa 5 5 py Figure 5.24: Example of ar ig using path constraint 65 = Animating the cameras view 1. Open any scene of the 3D animation short story (*.max). In this report animator give example on how to animate cameras using the scene of showing Didy's home. Select cameras and select object types target. Locate camera on the stage and modify the camera angle.(Figure 5.25) When the camera angle already selected, time configuration was set to 20 seconds. Then click toggle auto key mode and click auto key then click key symbol. (Figure 5.25) Select second angle of the camera and click key symbol. Cameras will start shoot the scene from the first angle to the second angle. Modify the angle as desire.( (Figure 5.26) [revi BP ai 2 ie he cameras angle Camera vi for the first meres angle a 3 ip} 4) & = e % & 9 + * c 1 iw Peng t —— nei ic tame aie Figure 5.25: Locating the first cameras angle [PRA RP URC GBO a ows ede anes Jaiaomt Second oorkiae cameras —— ‘angle Paws Sus| Camera view of the second cameras angle e 9 + + 3 7 a Figure 5.26: Locating the second cameras angle 55 Lighting Lighting process give a big affect to 3D animation. This is because we can make the ‘scene and environments look alive with lighting effect. In order to expose an image on video, a sufficient amount of light must be present to illuminate the model or objects involved. Besides, by adding lighting effect the shadow of an object can be created. There are few lighting styles that can be apply by using Autodesk 3ds max 8 such as ‘omni, target spot, target direct, sky light and few else. In this projects, animator use omni light and target spot light only. This is because, animator should determine which kind of lighting is suitable for the scene. In order to create suitable light animator should also determine the best angle to place the light. There are tree common angle that light might be place in an animation production that is back light, Kay light and front light. After place the light at the suitable angle, 67 animator should activate the shadow action in modifier at command panel. Not all of the light shadow should be activated, one is enough. In this report, animator will show the arrangement of light in one scene as shown below: * Inserting light to the animation scene 4. Open one scene that lights will be used. In this report animator used the same scene as used in animating cameras view. 2. Select lights and choose object types omni. Locate the lighting on the stage and on shadow at the general parameter to create the shadow effect. (Figure 5.27) 3 Locate another omni light on the stage and no shadows effect applied for this ‘omni lights. Example of lighting effect as on Figure 5.28. [ROSE tiisie Oar az Location of the ‘omni lights CHa Sok SREB RE DUe Figure 5.27: Locating light and make shadow effect in a scene Figure 5.28: Example of shadow effect in a scene 5.6 Rendering Rendering process is the last action done in this project by using Autodesk 3ds max 8 before final video editing. When all of the phases above have been passed by, then animator can start the rendering process. Rendering process is the process where animator transform the entire animation scene in Autodesk Sds max 8 (*.max) file into movie file format, Usually, animator will divide their animation into short scene such as a few seconds before render it to the movie. In will be spending here. Due to the animator hardware capability, the rendering process took ten hours to render 15 seconds clips. Just imagine for the twenty scenes, animator needs about 200 hours to rendering it! co Before rendering the scene, animator should determine the types of movie file format that will be used and the output size of the clips. For this project, animator uses the * avi file format with the output size of 800 x 600. The Figure as shown below gives ‘explanation on how the scene being render to movie file format. + Rendering a scene 1- Open the scene that will be rendered (*.max). 2+ Click Rendering on the main toolbar. A box of Render Scene will be appeared ‘and modify the time output, output size and render output. 3+ Click button renter at the bottom to start rendering the scene. (Figure 5.29) [eae LTime output lee reshee | see | Shi wi a “esas ]}f one ros: roemeu aoe ‘LOOT 4 (oe rence — a) | Reavs, a baie a a : bi Pe. es | £ rae Ee ee # a a aapeal e ranted ni Renderina process Output size i Render soene window : Render output os Se Figure 5.29: Example on how to render a scene 5.7 Audio and Video Editing In this project the audio editing was done by using Sound Forge 6.0 software. While for the video editing, Sony Vegas 4.0 software was used. Since these 3D animation short stories use the narrator voiceover, developer records his own voice to be used as voiceover. All of this was done in Sound Forge 8.0 and the file format used is *.wav file. Developer also uses Sound Forge to edit music background for this 3D animation short story. Figure 5.30 show the editing of voiceover ‘sound in Sound Forge. SI Seer erro leloie eae = Boerne Pracess that can be done against the ‘sound that will be edited ‘Window of the sound that Figure 6.30: Example of editing the sound in Sound Forge 8.0 1. Open the sound that will be edited. 2+ Highlight the part that will be edited and select the process that will be used. After finish recording the voiceover and editing the sounds. Developer goes to the last phases of 3D animation production that is video editing. In video editing, developer arrange all of the scene that already been rendered in Autodesk 3ds max 8 (‘.avi file n format) and insert it inside Sony Vegas editing stage. Here all of the scene will be arrange sequentially following the storyline. Some of the clip that is unnecessary will be cut. Here, developer added some transition so that the movement from on scene to another scene of the movie will be smooth. After arranging scene process completed, developer then import the voiceover and music background into the Sony Vegas and drag it to the editing stage. The voiceover arranged following the storyline and so as the music background. Example of the video editing by using Sony Vegas 4.0 as shown in Figure 5.31. yt atte | Sinn Music Panel ‘Sound Panel ©)» 9a) win] Movie window es sere a ce =e H Figure 5.31: Video editing process using Sony Vegas 4.0 1- Import the entire movie scenes that will be used inside the Medi Pool. Import also the voice over sound and music background, Drag all of the movie scenes, sounds and background music into the work panel. Arrange the scene in sequence and begin the editing process. n After finished the video editing process and satisfied with the arrangement of the movie. Developer then does the final video rendering, In this process, the final movie of the 3D animation short story “Sehari yang Malang Dalam Hidupku” already done and after finished rendering the entire movie, it was save in *.avi file format. Figure 5.32 show the ‘example movie rendering technique by using Sony Vegas 4.0. DFO 2-8 EIEN BT Qreme Gene | lanne |e 19 00:00:00;00 7a” er Window showing rendering process in a2 oe mee aml Window (a show the fypestar Mle tose Wir format the FON Sin Geese movie will aa. a | be rendered | S| Fenimaveantwee foe a — Figure 5.32: Movie rendering technique by using Sony Vegas 4.0 1- Go to the file, Select make movie. 2- Make movie window will be appeared and choose the file path the movie will be ‘save and the file format it will be saved. next, after that a window showing the rendering process in progress will be, appeared. CHAPTER 6 TESTING AND EVALUATION 6.1 Introduction Testing and evaluation is important in any application development. Testing being done to ensure that the system (in this case the 3D short story animation) created actually behaves as the expectation of developer and meets user requirements. This is the basic role of evaluation. Testing and evaluation should not be thought of as a single phase in the design process, but it is the things that should be done in each phases of design process. The goals of the evaluation in this projects is to assess that the 3D animation functionality fulfill the objective of the projects, assess the target user experience of the 3D animation and at the end to identify the specific problems with the animation being developed. The system's functionality tested is important to ensure that 3D animation being developed accord with the user's requirements. However, in these projects developer just evaluates the functionality of this 3D animation and can not assess the user experience due to time limitation and some other problems faced. So, there is no evaluation through user participation in these projects. Besides, testing is important to identify the problem and weaknesses of the 3D animation being developed so that some action can be taken to overcome the problems. For this project, developer divides the testing process into three parts that is: testing before the development of the project, testing during the development of the project, and testing after the final output of the project. 4 6.2 Testing Before The Development of The Project This kind of testing is to assess and test the hardware and software that is used in the project development. It is very important to be conducted because both elements will ensure the success of the final products. In term of hardware, developer should determine the kinds of problem that might be faces in the development process. Developer should test the capability of hardware; they have to ensure the project can be done by their hardware. In this project, developer needs the powerful hardware that have the capability to keep large capacity of data and file, and also the hardware that can create a good graphics quality. In term of the software evaluation, testing is conducted on the Autodesk 3ds Max 8 software. Since, itis the main software that used in overall development of this project, it is very important to developer to explore the software. Developer has learned on how to use the software and after few weeks developer can basically understand the way to use the software. Besides, developer also tests some other software that used in this project such as, Sound Forge 8.0 and Sony Vegas 4.0. However, developer didn't face any problems in using the software because developer has some experience using them before, Before begin the implementati n phases, developer also conduct testing on the storyboard of the project. This is to ensure that developer can realize the storyboard into the 3D animation. However, due to some limitation of the developer, some modification has been made to the storyboard. 15 6.3 Testing During The Development of The Project Testing and evaluation during development involves the testing on the scenes that created by the developer. This is to ensure the final video of each scene is properly working and relevant with the storyline. Developer does the testing every time after rendering a scene finished. Developer has test how the performance of the movie scene in other computer and in some movie player software. After some testing being conducted, developer has experience that the movie scene can not be supported in some movie player software. Thus developer has decided that the best movie player software to be used for this 3D short story animation is Windows Media Player 10. Besides testing the movie by scene, developer also conduct the final testing on the final 3D animation movie. This is done after the rendering process of the final 3D animation movie have been done. Here, developer tests the entire element inside the movie including the sound, background music, transition use and also appropriateness of the movie scene with the sound use. After that, some modifications were made and rendering process was being done once ag In order to have better feedback of the 3D animation being developed, developer also do some other testing that is Alpha Testing and Beta Testing, This is the common testing that usually done in multimedi application development. Alpha testing is the small level testing. It only involves individual in a groups (such as friends) to give comment about the final product of the project. Usually, developer will get positive feedback in this testing. For this project, the alpha testing that being done results as expected, Thus, to get the good comments is to find people who have multimedia background rather than friends. While beta testing is the testing where the testing groups is the representative of real users and should not include person who involved in the project's production. It is better that a beta tester is them who have no preconceived ideas. However, beta testing 64 16 is critical to be conducted, that is why in this projects developer can not do the beta testing because to reach the target user (children aged 12 years old) of this project is very difficult to developer due to the time limitation and some other restriction. Suggestion and Problems After go through the testing and evaluation process, developer has receives many ‘comments. All of the comments and suggestions received will be guidelines to developer to improve the existing weaknesses of the project. In developing this project, itis very difficult part to developer to get creative ideas. That is why some of the model and scene look static and not interesting, Developer also faces problem during the implementation of this project and also the problems with the final output of this project. ‘Some of the comment receive by developer is about the bees model that is less. interesting, look static and less animation of the model. Actually, developer has try the best work on the models, however developer has faces many problem especially during skinning technique such as, bone can not attach to the skin and some of the animated Parts of the bees model stop automatically when developer animates another parts. That is why there is less animation for the bee's model, Developer also faces problem in animating the cameras. Some of the feedback receive by developer is the movement of cameras is too fast and viewers can not catch the story well. This might be caused of the inexperience of the developer in using the cameras and took the best cameras angle. To avoid the fast movement of the movie scene, developer maybe can change the time configuration of the shoot to few more seconds for each scene. TA 72 CHAPTER 7 CONCLUSION Introduction About 3 months have been spends by developer to finish this 3D short story animation "Sehari Yang Malang Dalam Hidupku’. From the designing phases, to the critical phases that is implementation, developer have experience a lot of things in developing 3D animation. After the two major phases been completed, developer move to the testing and evaluation phases, here developer get many feedback that is important to developer to improve the 3D animation being created, After each phases of the 3D animation development have been passed and it is looking forward to see this project can complete soon without facing any problems. It becomes big hopes of developer that this project could fulfil the early objective of this project and running as well as in the storyboard. Project Constraints Multimedia covered large area of computer graphics field, When talking about multimedia the first thing come is design. However, in creating the multimedia application such as 2D animation or 3D animation, design is the critical part that test animator abilities. The success of the design means the success of the project. People will be attracted to the nice design of the storyline and also the nice design of the character. If this two design parts not exist in an animation story, the story is considered fail to attract, user attention and can not meet the user requirements, 8 In developing this project there are two big problems faced by developer. The big problem is creativity. It is hard to developer of this project to create a good story and good models. Developer took much time to create a model and make familiar with Autodesk 3ds Max 8 software The second big problem for the developer is the hardware capability. Just imagine, developer spends about 10 hours to render 20 seconds movie scene. Meaning that for the 20 scene of this project about 200 hours is needed to render the entire scene. Developer also face another problems during rendering process such as black out and the scene rendered is not clear and need to be rendered once again. This kinds of problems, caused the project is not working as scheduled, Besides the problems stated above, there are also other constraints that faces by developer. Time, money and limited information sources are some other example of constraints that has and will be faced in developing this project. Since this project has a quite limited time to be completed, no high expectation lay on this project but hopefully that this project can be completed on time. It also very difficult for developer to get the information sources of 3D animation. Even internet can be access but the connection always bad. Other than that, the costs of developing this project are not free, so money is some of the factors that may affect the development process of this project. Sometimes developer will face problem such as RAM burning, graphics card not functions and hard disk damage. Alll of those things need money to be replaced, Nevertheless, whatever problems and constraints exist, developer hope that this project will be completed soon and meets the objectives, ” 7.3 Recommendation For The Future Development Here, developer likes to give some suggestion for the future development for 3D animation project, It becomes in developer minds to recommend to SSIL to have a 3D animation instructor so that student can ask any question about 3D if they didn't understand on how to use some functions in the 3D software. Besides, developer also like to recommends to the schools to set up a rendering place that is equipped with the powerful hardware for the 3D animation and rendering purposes. This will help student to develop a great 3D animation story, since hardware is not yet the limitation for them, For the future students who will develop 3D animation, it is recommended to them to prepared earlier and learn on how to use the 3D software they plan to use before they start their project 2. 80 REFERENCES Ablan, D. 2002. “Inside LightWave 7”. In« yaw shockwave,com 1a: New Riders Publishing Adventure Film. 2005, King Kong “ The Eight Wonder of the World” Animation Film. 2005. Hoodwinked. Animation Film. 2006. The Wild “ A Whole New Breed of Tourist” Austin, R. 1999. “Animation: A Digital Definition” http v/www.cartoonists.net/animhistory. html Brief History of Magic www magicexhibit orq/story/story hist 1750.html Cartoon Heroes History http:/Avww.mika.mn/cartoon htm! Comet, B. and Michael. 1999. “Character Animation: Principles and Practice! http J/Aww.comet-cartoons.com/toons/Sddocs/charanim/ Cristensen, S, 2005. “3D Animation - The Future Has Arrived” hit J/www.animationschoolreview.com/sketches/2005/02/3d-animation-the- future-has-arrived html Cybulski, K. and Valentine, D. 1995, “Animation Timeline” hit www. bergen. or/AAST/ComputerAnimation/Hist_ Timeline. html Davis, S. 2004. “The Future 0 3D Animation and Video Games” hitp:/searchwarp.com/swa4378,htm Dix, Allan (et.al). 2004. Human Computer Interaction. England: Pearson Prentice Hall Dr. Dobb's Journal .1992. "3-D animation. (Graphics Programming)”. Elliott, C. 1997. "Modeling Interactive 3D and Multimedia Animation with an Embedded Language”. Califomia: Proceedings of the Conference on Domain-Specific Languages. Film Advertisement. 2005. Final Fantasy http:/tele10.test9.inweb.co.uk/primary/animation/history.html hitpvAvww.bergen.ora/AAST/ComputerAnimation/Hist Traditional htm! htt/\www.ioshuamosley.com/UPenn/courses/Ani/AnimationHistory.htm| 81 Jin Ok Kima, Bum Ro Leeb (et.al). 2005. “Real-time interactive motion transitions by a uniform posture map”. Republic of Korea: Faculty of Multimedia Daegu Haany University, Jurgens, J. Computer Animation 101: A Guide for The Computer Illiterate Hand Animator “http://www_anticz.com/animatio.htm Kenneth, F. “Cartoon History Chronology” httou/users.commkey.net/fussichen/otdCart htm L. Murdock, Kelly. 2000. 3D Studio MAX R3 Bible. USA: IDG Books Worldwide, Inc. Lowe, R.K. 2003. “Animation and learning: selective processing of information in dynamic graphics", Faculty of Education, Curtin University Perth, WA, Australia. Libbey, J. 1994. Cartoons: One Hundred Years of Cinema Animation. MacLaughlin, D. 2001. “A Rather Incomplete But Still Fascinating-History of Animation” htt //animation filmtv ucla edu/program/anihist html Maureen, F. 2000. “Motion Capture: An Overview" http :/www.animationjournal.com/abstracts/mocap html Maureen, F. 1999. ANIMATION LITERATURE REVIEW. USA McCay, W. and Fleischer, M.“Animation Histor’, http Awww. digita lmediafx,com/Features/animationhistory.htm! Miller Daly, L. 2004. 3D Graphics/Virtual Reality. USA Orhan, C. Tuncay. 2001. “Three-Dimensional Imaging and Motion Animation” O'Rourke, M. 1998. Rendering & Animating with 3D Computer Graphics. New York Parent, R. 1998. “Introduction to Computer Animation” htp:/Aww.cse.chio-state.edu/~parent/book/intr.html Patrick, J. 1997. “History of Animation: The Early Years before Disney “http J/www-viz, tamu.edu/courses/viza615/97sprina/piames/history/main html Peter, L. and Sibley, B.1998. Creating 3D Animation: The Aardman Book of Filmmaking. New York: Harry Abrams. Rene’ e E. Weissa, Dave S. Knowltonb (et.al). 2002. “Principles for using animation in computerbased instruction: theoretical heuristics for effective design”. USA: Serenko, Alexander. 2004. “The development of an instrument to measure the degree of animation predisposition of agent users”. Canada: Faculty of Business Administration, Lakehead University. 82 Simon, M. 2000. Second Edition: Storyboards Motion in Art. USA; Focal Press. Smyth, H. and Michelle. 2000. “Computer Animation A Vehicle for Creative Problem Solving The WEB Project". Southern Illinois University at Edwardsville. Thomasa, H, Bruce and Calderb, P. 2003. “Supporting cartoon animation techniques in direct manipulation graphical user interfaces’. Adelaide: University of South Australia, Vaughan, T. 2001. “Multimedia Making It Works”. California: Osborne McGraw Hill Wellow, M. 2002. “Kinesiology and Animation” http //staff.ci.qut,edu,au/ Wikipedia, The Free Enyclopedia wow. wikipedia.com Y. Akagi_and K. Kitajima, 2006, “Natural Phenomena Computer animation of swaying trees based on physical simulation’. Tokyo: Tokyo University of Agriculture and Technology. APPENDIX A Gantt Chart for The 3D Animation Project “ Sehari Yang Malang Dalam Hidupku” No. Particular Timeline ‘Aug Sept Nov Dec Jan’ Feb March Analysis of the Project Hardware and Software Spesification Project 1 Character Modeling Environment Modeling Rigging Process Scene Preparation Character Animation amavmemo Lighting and Camera Animation Rendering tlele eisl|elelsie Modification and Updating Video and Sound Editing 13 Testing and Evaluation APmao 14 ‘Submitting Project 2 report 15 Projec 2 Presentation APPENDIX B 84 STORYBOARD Project Name: Scene ID: Page: Of Date: Hari Yang Malang Dalam Hidupku | SB 1 4 20 Oct 13", 2006 * 1 Z Media Elements Tet Ap Seta YANG MALANG RIDUPKU" DALAM H(OUPKU x aration / Ae ww em Refer to Chapter 77 none RW) Owe ia” “ (ee ~ ) ( ~ ( ~ Project Name: Scene ID: Page: Of Date: Hari Yang Malang Dalam Hidupku | SB2 2 20 Oct 13", 2006 SY Media Elements Text mn ie Narration: Refer to Chapter 4, sub chapter Others: 85 Project Name Hari Yang Malang Dalam Hidupku Page: Date Oct 13, 2006 Media Elements Text: Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name Hari Yang Malang Dalam Hidupku Date ‘Oct 13%, 2006 Media Elements Text: Narration: Refer to Chapter 4, sub chapter 445 ‘Others: 86 Project Name: Hari Yang Malang Dalam Hidupku | SBS ‘Scene ID: | Page: 5 Date: Oct 13", 2006 Media Elements Text Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name: Hari Yang Malang Dalam Hidupku | SB6 Seene iD: | Page: Date: Oct 13", 2006 eee cree Media Elements Text Narration’ Refer to Chapter 4, sub chapter 445 Others: 87 Project Name. ‘Scene 1D: | Page: | OF Date: Hari Yang Malang Dalam Hidupku | SB 7. 7 20 Oct 13", 2008 Media Elements Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name: Hari Yang Malang Dalam Hidupku ‘Scene ID: S88 Page: Date: Oct 13", 2008 Media Elements Text: Narration: Refer to Chapter 4, sub chapter 445 Others: 88 Project Name Hari Yang Malang Dalam Hidupku Date: Oct 13", 2006 Media Elements Text: Narration: Refer fo Chapter 4, sub chapter Others: Project Name. Hari Yang Malang Dalam Hidupku Date: Oct 13, 2006 Media Elements Text Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name: Hari Yang Malang Dalam Hidupku Scene ID: SB11 Date: Oct 13", 2006 Media Elements Text. Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name Hari Yang Malang Dalam Hidupku ‘Scene ID: SB12 Page Date: Oct 13", 2006 Media Elements Text Narration: Refer to Chapter 4, sub chapter 445 Others: 90, Project Name: Scene ID: | Page: | OF Date Hari Yang Malang Dalam Hidupku | SB 13 13 20 Oct 13", 2006 T CVE Q A LP Media Elements O> Free Lda Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name. Scene ID: | Page: | OF Date: Hari Yang Malang Dalam Hidupku | SB 14 14 20 Oct 13", 2006 AMC = ay , oe \ : ; Retro Chapter c= \ 4, sub chapter oh a\ry BE 8 “\ Y Was BSS Others: » PS Oy & eS OL Project Name: Hari Yang Malang Dalam Hidupku ‘Scene ID: SB 15 Page: 15 Bg Date: Oct 13", 2006 Media Elements Narration: Refer to Chapter 4, sub chapter Others: Project Name: Hari Yang Malang Dalam Hidupku Page: 16 Be Date: Oct 13", 2006 Media Elements Text Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name: Scene ID: | Page: Hari Yang Malang Dalam Hidupku | SB 17 47 Bg Date: Oct 13", 2006 JA Pew Teles LGC 500 Media Elements Text "BEBERAPA HARI KEMUDIAN" Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name: Scene ID: | Page: Hari Yang Malang Dalam Hidupku | SB 18 18 Be Date: Oct 13", 2006 Media Elements Text Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name: Hari Yang Malang Dalam Hidupku | SB 19 Date: Oct 13", 2006 Media Elements Text Narration: Refer to Chapter 4, sub chapter 445 Others: Project Name ‘Scene ID: Hari Yang Malang Dalam Hidupku | SB 20 Page: Date: Oct 13", 2006 ( THES LC) , Media Elements Text “TAMAT" Narration: Refer to Chapter 4, sub chapter 445 School of Informatics Science Universiti Malaysia Sabah Labuan International Campus 1.4 Overview This testing and evaluation is being conducted to evaluate the 3D animation “Sehari yang malang dalam hidupku". The method being used is analytic evaluation which based on 10 Nielsen's heuristic evaluation. Nielsen's have specified 10 points of heuristic evaluation. However, developer will only use 5 of his meaningful ideas that relevance with this multimedia application (3D animation). Regarding to Nielsen’s, in conducting such evaluation 3 to 5 evaluators is sufficient. Thus, in this evaluation, developer will getting feedback from 2 of SSIL lecturer 1 SIL tutor, 1 SSIL students, and 1 SPKAL students. So, overall of this evaluation can be considered as evaluation through expert participation. 24 About Developer Name Rosiadi Bin Tajudin Course HC-12 Technology Multimedia Age 22 years old Project Specification : 3D Animation (Short Stories) Under supervision of : Miss Idyawati Hussien ‘Supervisor approval: "’Name and cop 34 44 Name Job: Description of the points to be evaluated (Evaluation Factor) Visibility of system status * The multimedia application that being develop is always keep user informed about what is going on Match between system and the real world + The multimedia application being developed speak user's language with words, phrases and concepts familiar to the user (In this context, user will be Malaysians) Recognition rather than recall * User should not have to remember information from one part of the story to another. Consistency and standards * User should not have to wonder whether situations, words, or action mean the same thing in different context. Aesthetic and minimalist design * The application (in this context 3D animation) has provide dialogs and dialogs should not contain information that is irrelevant or rarely needed. Evaluator's Background Education 5.1 Evaluation Please tick (1) in the box below Evaluation Factor Good ‘Average Worst 1 a) a) ol] 0) ** refer to 3.1 for the explanation of evaluation factor Other Comments: Evaluator’s signature Name : Date Bibliography ROSIADI BIN TAJUDIN BSc. (Hons) Multimedia Technology August 28", 1984 Kg. Seberang Benoni 0178158315 DIA Ag. Jasmin Jamaludin P/S 150, Jalan SK Benoni 89600 Papar, Sabah adrbt_04@yahoo.com ful_06zah@yahoo.com http:/www.friendster/adierbt “Effort must comes along with hard work"

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