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GuerrillaCG
Приєднався 4 лис 2008
The Guerrilla CG Project (guerrillacg.org )is a non for profit organisation dedicated to teaching the fundamentals of computer graphics.
The Basics of UV Mapping
This tutorial covers the basics of texture unwrapping, otherwise known as UV mapping, the process of wrapping a 2d texture image onto a 3d object.
Presenter: Robby Frank
This video is a high quality training video from The Guerrilla CG Project a non for profit organisation dedicated to teaching the fundamentals of computer graphics.
For more information about Computer Graphics and higher quality videos visit The Guerrilla CG Project www.guerrillacg.org.
Presenter: Robby Frank
This video is a high quality training video from The Guerrilla CG Project a non for profit organisation dedicated to teaching the fundamentals of computer graphics.
For more information about Computer Graphics and higher quality videos visit The Guerrilla CG Project www.guerrillacg.org.
Переглядів: 154 549
Відео
Euler (gimbal lock) Explained
Переглядів 1,4 млн15 років тому
In this video we explore Euler Rotations, the most common method for orienting objects in 3d. It's by-product "gimbal lock" can cause headaches for animators because the animated motion can move in strange ways. Here we learn how euler's "rotation order" is a bit like hierachies, and how changing this order can help us to avoid gimbal problems. This is demonstrated with a solution to a common c...
Subdivision Surfaces: Overview
Переглядів 311 тис.15 років тому
Subdivision Surfaces smooth a polygonal object to create nicely rounded models. This popular technique is widely used by artists for creating smooth objects.
Bump And Displacement Map: Overview
Переглядів 84 тис.15 років тому
Bump and displacement maps affect the surface of objects, by raising and lowering portions of a model from a texture. In this video we explore how these maps work.
Subdivision Surfaces: Artifacts
Переглядів 141 тис.15 років тому
The topology or mesh pattern of a model can drastically affect the smoothing of a model. Here Greg Petchkovski demonstrates how to avoid smoothing artifacts. A must watch for anyone modelling with subdivision surfaces. Author: Greg Petchkovsky guerrillacg.org/presenters/greg-petchkovsky This video is a high quality training video from The Guerrilla CG Project ( guerrillacg.org ) a non for profi...
Hierarchies: Building A Robot
Переглядів 25 тис.15 років тому
Here we take the concept of hierachies to create a rig for this hover robot. Here we see the rig in action in two different scenarios, flying and swinging. Author: Andrew Silke guerrillacg.org/index.php/presenters/andrew-silke This video is a high quality training video from The Guerrilla CG Project ( guerrillacg.org ) a non for profit organisation dedicated to teaching the fundamentals of comp...
Hierarchies
Переглядів 17 тис.15 років тому
Hierarchies are used to link the translation rotation and scale of objects to each other. They are super handy for organising scenes and grouping objects together.
Smooth Shading Examples
Переглядів 26 тис.15 років тому
Here are a couple of examples of how smooth shading can affect real objects. Although this demo is in Maya, the concept applies for other packages too. Author: Andrew Silke guerrillacg.org/index.php/presenters/andrew-silke This video is a high quality training video from The Guerrilla CG Project ( guerrillacg.org ) a non for profit organisation dedicated to teaching the fundamentals of computer...
Primitives (Blocking Models)
Переглядів 39 тис.15 років тому
Primitives are objects like spheres, cubes and cylinders. These objects are a handy starting point for any model. Take for example this lizard which we make using primitives. Author: Andrew Silke guerrillacg.org/index.php/presenters/andrew-silke This video is a high quality training video from The Guerrilla CG Project ( guerrillacg.org ) a non for profit organisation dedicated to teaching the f...
Smooth Shading
Переглядів 115 тис.15 років тому
Smooth shading avoids the usual hard creased edges of a polygon model. This tutorial demonstrates this concept, and shows how vertex normals influence the shading of a polygon. Author: Andrew Silke www.guerrillacg.org/index.php/presenters/andrew-silke This video is a high quality training video from The Guerrilla CG Project ( guerrillacg.org ) a non for profit organisation dedicated to teaching...
Objects
Переглядів 17 тис.15 років тому
Objects are simply bundles of polygons with a common pivot point. This tutorial shows how any combination of polygons can make an object, and why objects are so useful. Author: Andrew Silke guerrillacg.org/index.php/presenters/andrew-silke This video is a high quality training video from The Guerrilla CG Project ( guerrillacg.org ) a non for profit organisation dedicated to teaching the fundame...
Multisided Polygon
Переглядів 25 тис.15 років тому
In this tutorial we discover how polygons can be displayed as having more than three sides. We also look at how polygons intersect and how this can be useful in certain circumstances. Author: Andrew Silke guerrillacg.org/index.php/presenters/andrew-silke This video is a high quality training video from The Guerrilla CG Project ( guerrillacg.org ) a non for profit organisation dedicated to teach...
The Polygon
Переглядів 46 тис.15 років тому
The polygon is the basic building block of all 3d models. Here we discover its properties, like the face normal, which shows the direction the polygon is facing and it's three components the face, edge and vertex. Complicated objects are made of lots of polygons put together. *Edit, the terms "Planar" and "Non Planar" should be "Coplanar" and "Non Coplanar" respectively. Author: Andrew Silke gu...
excellent!
Like if you have Apollo questions and didn’t even realize this applied to animation
2:27 - 2:53 thats the odd rotation behavior i was fighting
2:27
It's seems to me that it shouldn't be a problem if you use local euler axis' only to make keyframes, but the actual animation would be translated with the global axis. I just tried to redo the gimal lock scene with the plane from the start of the video and there's nothing locking on me using the global euler. The only thing it's obviously not efficient for animators but that's why i said rotate with local, interpolate with global.But personally i think animating the axis themselves would be the most handy solution, because 1) you animate what you see 2) no need to learn quaternions
👏👏👏
gouraud shading? why not phong?
This video made me realize why certain things have messed up for me throughout the years and gave me a brief moment of respite before the dread of realizing I HAVE to learn quaternions set in.
How has this so few views? This is on the site of OpenSubdiv and Polycount, what
Dude, those animation is so smooth
thank you mister gorilla
*Quaternions joined the chat*
this is soo amazing very well explained
I cant believe a 15 years old video taught me much more and precise information about this topic than most modern videos.
15 yıl önce yüklenmiş subdivision konulu bir videoda türk birisini görmek daha da şaşırtıcı :D
Thank you for the explanation... I found this term when trying to diagnose an odd problem with a machine I was rigging. So I wanted to know what this is. Changing something with the Aim and Orient vectors with an Aim constraint seemed to have fixed it. But it also gives me an explanation for why I sometimes had very odd rotational issues when I would go to tween my animation. The "not moving in a straight direction" in particular. Given the two keys, I could not understand why the in-betweens would try to swing to the side when visually they should move straight down. (Sort of like your example, it was an ik hand control swinging a pickaxe down in an arc)
That's really interesting - and sheds a little light on a problem I've been dealing with. Thank you.
Those gimbal bushings probably need an oiler.
Omg you oiler not youler lol ty
OH! so that's why Apollo can't yaw more than 90 degrees left and right!
hmm gorilla
Wtf is this intro bwahaha
damn that gorilla is lookin' thicc...
Does this hold up if you have the arrow inside a sphere, and you move the sphere inside a cradle that has xyz drive rollers? It would seem that this would always give it the same gimbal lock characteristics of the drive rollers, which is roughly zero.
I have no idea why youtube recommended this to me but it was interesting and informative.
What the hell is this crap and why would UA-cam think I would be interested?
I clicked something I didn't like, now I'm annoyed. How could this happen to me?!
You just gave me an idea, why not a rotating wind mill to increase power through the angle of attack on the blades coming into contact with the stream of air.
Euler?
Can't you reduce this issue by adding another gimbal?
NASA needs this for their fake space CGI.
"Zed"? STFU. Speak english, its called Zeeeee. Its a goddam axis; the Zee axis.
great video
Today I learned I don’t like gimbal lock
Brilliant explanation. A pedagogical model.
Also made sense for robot I think
Super cool
And then quaternions show up and mess all of our intuitions 😂
Um quaternions?! There's no gimbal lock with them
I know nothing (well a little from flying RC planes) about the interaction of the three planes of rotation discussed here, but this was very interesting indeed.
Ok, actually it is possible to get all 3 rings locked. But where is the problem? Each ring works with it's own axis. Just follow it
Call me crazy, but I'm confident that there's some formula that modulates rotation speed of the two axes to compensate for gimbal lock error.
No mention of quaternions tho
3:10 symptom
MONKE
I don’t get the intro, but Cary commented, so I’m cool with it
This (rotation order) seems like a low tech way of preventing gimbal lock and only decreases the likelihood. It seems like there are ways of totally eliminating gimbal lock with rotation encoders and wireless accelerometers attached to each gimbal axis that would detect and compensate whenever 2 axis aligned. In the 1960's it would be difficult....but this is 2023. By the way....shouldn't we all be driving flying cars?
Brilliant. Would really help too if the x,y, and z were given their appropriate axis colour.
uh wut this is pretty standard across 3d modeling programs, which is largely what this video is applicable to.
So this is why in Source games you can't look up or down at 90° tilt...
That gorilla has NO RIGHT having that much cake
Cool.
Finally explains why clip studio always gives me trouble on angular 3d model rotations