I created the space ship using the cylinder shape for the main ship section and a cone shape for the top and squares that I’d flattened using the translate tool and copy and pasted 4 times around the ship to create the wings.
The shapes I used were primitive shapes, this means they were the original shapes that maya gives you unedited, you can edit and shape/model them using the channel box.
To line everything up I went into orthographic view a lot using the space bar to see it from different angels.
To animate in Maya the settings must be set to animating. A timeline will appear at the bottom, a lot like adobe animate, and you’ll be able to place key frames using the S key to set key frames.
In the given exercise we moved the ball to one side of the screen put a key frame at the beginning of the timeline, we then use the W key to move the ball shape we created to a different place, or we can also use the X transelate in the chanel box to , let’s say the middle, and set a new key frame after we stop moving it.
If we hit the play button after this, the ball will move from the side of the screen to the middle.
The timeline has numbers above it that the keyframes are put on, this is the range slide and indicates the range of time something will be moving for. We make our ball go from 0 to 24, we make our second shape, a square, 0 to 48, we then made a third shape, a cone and put the keyframes on the range slider go from 0 to 72.
Coffe House finder app
- Cool colours
- Back button
- Gentle music player
- breathing exercise game
- Settings menu
- mood journal
- Little games
- Helpline/ chatline
- Calming Pictures
Earthy colours: Greens, Browns
Info on Plants
Graph editor will usually display animation in a graph form
You can control the interpolation between keyframes and change animation values
Auto tangents – Animation tangents computer does automatically
Spline tangent – are smooth and co-linear
Liner tangent – A straight line joining two keys
Clamped tangent – Has the characteristics of both linear and spline. In and Out keys are interpolated as linear
Traditional Dope Sheets – Charts specific movement, keys bits of info
Sometimes referred to as Exposure sheets or X sheets
Consists of a series of horizontal and vertical columns
A heavy ball drops from a height
A football rebounding off a wall
A ball dropping down some stairs
I gave every character their face character sprites because when talking to the characters in the game, a dialogue box will come up with one of the expressions on the side to indicate the mood of the characters.
This easily indicates how the player makes the character feel, this, in turn, decides if the relationship will improve, worsen or stay the same.
Shovel Knight is a very retro game, taking a lot of inspiration from older games such as Ducktales, Castlevania and many others, it’s style of side-scrolling is non-linear, with large holes for the players to fall down and tall obstacles to climb over as well as many different enemies to beat in each unique area.
Shovel Knight is my strongest inspiration because of its use of contrasting colours and interesting design choices.
Wireframing is basically creating the skeleton of a website or app and seeing how everything will work, what buttons will lead to which pages and what the pages look like.
The wireframe I’m using is a Weather app