Digital Fodder > PROJECTS

    Blox, the Movie

    As part of my animation course for the Program of Computer Graphics, I made this animated movie. Its a 2 minute movie and I thoroughly enjoyed myself making it. The more satisfying part was that even the audience and people enjoyed it equally well. The professors words of appreciation was like the icing on the cake.

    The movie requires no background story. It about Blox, a fox who looks like a bloke, hence the name Blox. Another reason to conjure this name was the fact that Blox was modeled starting from one "block" or a cube. Anyway's, lets break away from these silly justifications. Blox was intended to be funny, and also a stupid oaf. What Blox has in skills, he makes up with his lack in wits. Enjoy the movie, and do post in the comments.

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    Making of Blox

    It wasn't easy. That about summarizes the making of Blox. Being an individual project, the level of complexity possible (as well as the length of the movie) has to be less.

    The softwares used in this project are:

    3D Studio Max R6 (For all the 3D Work, almost all work done here)
    Adobe Photoshop CS (For some Post Processing on certain frames)
    Macromedia Flash MX (For the Credits, Text Animation and Camera Flashes)
    Cool Edit Pro (For sound effects, mixing)
    VirtualDub (For making the avis, stitching things up, sound syncing, and other video stuff)

    The first step, was to come up with a decent story. My initial story was too long, and it needed to be shortened, so that I could complete the animation in one semester.

    The next step was modeling the character. For this, we used NURBS subdivision method (in 3D Studio Max, R6). We start off from a cube and using the tools provided, we model the character. The advantage of subdivision is that we can model a relatively simple model, and the math interpolates to create a much more complex model.

    The next step was Texturing. This is an important step, as this is what the viewer sees. It is the 'skin' of Blox, the material. Using photoshop, I was able to come up with a reasonable texture map which tries to depict fur without using real geometry for it.

    The next step, was Rigging and Skinning. These steps make the rigid model animatable. In Rigging, we setup the underlying bones structure, the joints (basically the skeleton). In skinning, we attach the model to the bones, so that depending upon which bone moves, the appropriate part of Blox moves along.

    This basically completes our character. After that, we need to add in the animation, the props (in my case, it was the stadium and the football, the goal posts, the advertisements). Also, I needed to add more characters (since I needed more players for the soccer game).

    Once the animation is done (which is the longest step of all), then we render the images and do some post processing. After that, we add the music, sound effects and make sure everything looks and sounds right.

    That's Blox in a nutshell.

     



    Contact

    Venkat Krishnaraj
    venkat.krishnaraj@gmail.com
    Masters, Computer Science
    Cornell University