Thursday, 15 May 2014


Project Two

Brief: To design a 3D character for an animation or videogame. That will later be integrated into a 3D environment.

Target Audience: Your peers/teacher/the wider community of Auckland and in particular that of Pakuranga and including viewers of the World Wide Web

Specifications:
If the work is print then it must be printed at an appropriate format, see teacher for what is available.
If the work can be either in Portrait or Landscape format
If the work is video then it must use the setting 16:9 and HD (1920 x 1080)
All work must be either your own, provided for you by your teacher or open source or creative commons

Character Design

Develop a conceptual Design for an outcome: You will design a 3D character for a Videogame or Animation


Sunday, 11 May 2014

Post 2
Questioning/Research

Introduction of Questioning
Analysis/exploring other's solutions to similar problems in order to refine the problem/recognising needs


Simple Creating Process                                                                                          
Character
Illustrator - Pen Tool
Scanner
Plan Drawings
Visual Diary



Movement
Want your character to talk?
Shape Keys
Mpeg Stream Clip
Photoshop
Digital Video Camera

Task 1: Choose at least 5 quality images of 2D/3D Characters from animations or videogames that are similar to something that you would want to have created.

Sub-Zero (Mortal Kombat)
Kitana (Mortal Kombat)
Devil Jin (Tekken)
Ezio Auditore (Assassins Creed)
Faith Connors (Mirrors Edge)

Task 2: List the Character Traits of these characters

Aesthetics
Tall/Short, Fat/Skinny
Colour Palette
Warm Colours, Cold Colours etc.
Style
the look/appeal
Accessories
What they wear/weapons etc.
Personality
search personality traits in Google you'll find lots...
Motivation
Why do they get up in the morning?
Relationships
Who do they love/hate? Who do they associate with? How do they relate to others?
Back Story
What has made them the person they are?

Sub-zero from the video game Mortal Kombat

Sub-Zero's background consists of him (also known as Kuai Liang) and his brother Bi-Han who were abducted as children and were trained to be ultimate assassins by the Lin Kuei. When Bi-Han was killed by Scorpion Kuai Liang swore revenge. He decided to master the power of ice and cold and took his brothers code name Sub-Zero. He then entered Mortal Kombat tournament with one significant goal which was to destroy his brothers killer and anyone who stood in  his way. He is one of the few original characters still popular today within the latest game Mortal Kombat vs DC Universe. He is known to possibly be the younger brother of Noob Saibot, who has been identified as his reincarnated brother Bi-Han.

He has a small build due to his body figure in regards to the Aesthetic appearance of this character, the creators haven't really defined his body mass that much, as compared to a character like Craig from Tekken. Sub-Zero also has a slim build and is fairly a normal medium to tall height. We can see that he has a rather tiny waist however the chest tends to extend outwards creating more definition within his upper chest area.

Sub-Zero has a similar style to a modern ninja. A mix between a Chinese and Japanese symbols help bring out this modern ninja style.

His overall Colour Palette of the outfit he tends to wear is a dark blue ninja-like uniform. He seems to be asian looking however when he is unasked in one of the endings of a series he appears to be Chinese-American. If we look closely we can see that Sub-zero has a scar over his right eye, this enables him to differentiate himself from his older brother.

Sub-Zero created relationships that displayed both negatively and positively. He was known to have taken away Scorpions clan and family thus creating a rivalry between the two opposing characters. Sub-Zero had saved both Liu Kang and Kitana from an assassination attempt by Smoke within thee film that was created, also he had fought Scorpion in the second movie.

Motivation for Sub-Zero would have to be mainly vengeance of his brothers death. He hopes to execute anyone who had to do with the murdering of his older brother.


Kitana from the video game Mortal Kombat



Kitana comes from a background where she is a princess of her hometown Edenia that is over 10,000 years old, she fights to free her realm from the oppression of Shao Kahn. Long ago, her realm was merged with Outworld when the emperor successfully invaded. When Earthrealm came under threat, she fought beside her new allies Liu Kang, Raiden, and the forces of Light to deny the emperor another conquest.  Through her years she gained importance and respect as the loyal stepdaughter of Shao Kahn, however she soon became an enemy as she cut herself loose freeing her homeland Edenia. She basically ensured that Shao Kahn could never rise to power ever again as he was known to resemble evil and a dark aura for her beloved Edenia.

Even though Kitana is over 10,000 years old her Aestheitc appearance displays her to be in her early twenties. She has a rather fairly symmetrical face, with light brown eyes, long eyelashes and a body figure of a goddess. The creators have made it perfectly as it fits with her role as a princess, being the beautiful independent and graceful lady she is however, strong and mighty at the same time. Kitana's face has been rearranged multiple times profusely throughout the different series of Mortal Kombat. She wears blue just like Sub-Zero along with thigh-high boots, gloves, and a mask. Here we can kind of predict that the material she wears is thin therefore not giving her much protection once she is in the arena with any opposing character.

Her style is modern and simple in a way where she comes across as a threat towards her enemies.

The Colour Palette the creators have used are clean and deep. I think the black goes well with the dark blue as the black highlights parts of her body where there may be extra padding or armour. Even though they are simple colours they reflect how she is as a person. She is not bothered in her appearance and is not fussed over how others see her.


Her Relationships involve a lot of love. She enhanced a subtle love interest with another former Mortal Kombat champion Liu Kang. She was very loyal and considerate whilst with Shao Kahn however she aligned herself with the side of good and hence therefore learning more about her past an her true father. She has a sister Mileena.

Kitanas weaponry ranges from steel fans, flying blades, 

 Devil Jin from the video game Tekken

Devil Jin's background is confusing at times however it displays a lot of love and hatred that was passed throughout the Mishima bloodline. Jin (his human form) inherited the traits of the Devil Gene from his father Kazuya Mishima. Devil Gene had escaped earlier from Kazuya Mishima and attempted to inhabit the body of his unborn son Jin Kazama, but failed. Jin's mother Jun Kazama fought off the devil however it soon returned 15 years later after she was defeated by a ogre in battle. This branded her teenage son Jin with a mark on his left arm, hence the devil taking over him. Jin was later shot in the head by his grandfather Heihachi and was easily healed by the Devil Gene within him, thus resurrecting as Devil Jin as his human form escaped and triggered the anger that had been building up inside Jin.

Devil Jin has a highlight of Aesthetics. He seems to be half human and half demon and has been portrayed as the strongest character amongst the Tekken series. His hair is black matching the colours of his rather enormous wings. Also he has the devil horns sticking out pointing forwards. He has a highly noticeable demonic tattoo on his well built chest. His body proportion is mostly even, displaying a rather large chest and wears threatening gloves that has sharp pointy parts at the tip of each fingers. He also has a thick chain around his waist leading all the way down to his lower left leg. Pants with flames reminding me of a hell typed of aura. And his rarely large convincing pitch black wings allowing him to fly high maybe convincing the fans that he is high up and is the ultimate ruler as none of the other characters have special features for example wings.

The Colour Palette he relates with is mainly colours that resemble death and darkness, typically we see dark red symbolising blood and rage. He has a lot of dark red however his dark deep black wings help bring out the interpretation that he is of a demonic generation. 

His Personality has known to be extremely arrogant, aggressive and brooding. He wants nothing else but ultimate power, and will do whatever it take to achieve his goal of ultimate power. Devil Jin is also very sadistic meaning he has a bad habit of laughing at the suffering of his foes after winning a fight or tournament. In Tekken Blood Vengence, he seems to appear as overly confident after beating Devil, his personality is different then his game face, however he acts more similarly to his human form. 

In my opinion, he needs to upgrade his Relationships with people. His biggest relationship would be with his human form which is Jin Kazama. However within all the stories that have been shared of Devil Jin over power for example in Tekken 6 Azazel tried to gain power this frustrated Devil Jin as he lost his rage. He also encountered many other individuals who had tried to gain his power or capturing his army. Individuals being Sergei Dragunov, Heihachi Mishima (his grandfather), Jinpachi Mishima (his great-grandfather) and Devil Kazuya Mishima (his father and arch enemy).

The only Weapons Devil Jin has is his tempered fist.

Ezio Auditore  from the video game Assassin's Creed


Ezio Auditore is a young italian nobleman, the son of prosperous Florentine banker and undercover assassin Giovanni Auditore. Ezio is a descendent of Altair (origin). Born in 1459, Ezio lives in Florences during the 15th century. His life before the tragedy is simple and positive, however once he and his family were betrayed by a friend his father and brothers lives were taken hence being the tragedy that forces Ezio to flee his beloved Florence with the guidance of his mother and sister to his uncle's villa. He learns the way of the assassin after his family is betrayed and his father and brothers are hung for false treason therefore he seeks vengeance for the templar who he found out had betrayed his family.



Aesthetic properties that Ezio has is that he may symbolise a mysterious character full of secrets that may be unlocked amongst the game. Just by looking at him he seems like the type to cause trouble, this is related to how he is a womaniser as once he is finished a job he may get the lady just like that. In my opinion the way the creators have designed his physical appearance sends off a sense that he is ready to fight at any time. With the many layers of robes and the little charms places around his chest area it also shows that he might be high up coming from a wealthy family. Because he covers most of his skin this may mean that he is mainly in the outdoors and hopes to cover up deflecting away from any skin diseases out there also the thick layers may also keep him warm during the many changes of the weather.



The Colour Palette that Ezio is associated with is mainly reds, whites and dark browns. These colours help bring out the contrast and the relationship between the character himself and his background. For example the mix between the white and red on his robes help represent the traditional colour of his order, the Assassins.



For his Accessories, Ezio carries traditional weapons that are usually hidden amongst the layers of his robes, placed in various places such as his arms and legs. Because majority of his weapons are hidden this enables easy access for a quick reflex if anything were to happen. He also carries smoke bombs, throwing knives and many different modern guns.

His Style is simple originating from the 15th century with a Italian mix. It can also pass as a casual look within the wealthy regions of his city.

His Personality before he was a assassin was mainly careless and irresponsible. he didn't care for other people surrounding him unless of course it was his family and or close personal friends. He was competitive and a hearty womaniser.  However as he makes the change of becoming a assassin he becomes a man of conviction and responsibility. 

Coming from a rough background of death and vengeance his Relationships involve a lot of loss and heartbreak. Advancing from a rather large family consisting of his mother, Maria Auditore, his father, Giovanni Auditore, his brothers Petuccio and Federico Auditore and his sister Claudia Auditore he understands the significance of family and trust. After losing the men of his life he joined the Assassins brotherhood. There he built allies and made friends, he also had a romantic acquaintance with Christina Vaspucci at one point however it didn't last that long.

Because of all the grief and vengeance his only Motivation is to conquer the organisation called the Templars.



Faith Connors from the video game Mirrors Edge


Faith Connors a character that is the primary protagonist in the Mirrors Edge series. She is an independent young female who is a runner.

Her Aesthetic features make her look Asian and White decent. Her figure is of a normal mutual type however hasn't been enhanced in any way that shows that she works out or is strong, wearing a casual working out outfit. Her elements are simple wearing a black tank top with a pair of white, loose fitting pants, her style is typically effortless, comfortable and realistic for a person who is constantly running and sliding across buildings and even jumping on helicopters. She wears fingerless gloves allowing the perfect proportion for her to get a good grip for when she is climbing around towers and buildings in the game. She also has some unique eyeliner typed pattern leaving the rest of her face clean and clear to attract the gamers towards the eyeliner pattern and nothing else on her face.

Her Colour Palette has a variety of bold splashes highlighted with a deep dark red. The colour helps her stand out and differentiate herself from the rest of the other characters present within the video game. Her running shoes are bright fire engine red with white stripes across the side of them. She also wears bright fingerless gloves to help accent all the other boring colours (black and white).
 

Task 3: List, compare and discuss the similarities between the characters you have selected

Task 4: If there are multiple versions of the characters you have selected, how have they evolved?

Sub-Zero Evolution

Sub-Zero has evolved quite a lot over the years. You can see a obvious difference between each individual character as they were modified. For the first Sub-Zero (top left-hand corner) that came out we see that his shade of blue is extensively lighter then the recent Sub-Zero (bottom right-hand corner). We can also see a difference between the scar. Firstly the scar is a light red that then later on leads to a glowing shade of blue. Another obvious difference between the evolution of Sub-Zero is the masks. In some editions he is covered however in others majority of his face is covered by his signature mask. His eyes have also changed over the series, from a typical human eye to frosty blurred eyes, then bright glowing eyes and then back to a human realistic set of eyes. There is also another rare character change throughout Sub-Zeros evolution, this is the colour change of his skin. Throughout the first few versions of Sub Zero we see that he has a light human like skin colour however as it progresses on the designers have decided to edit and manipulate it in a way which the colour or appeal of his skin looks pale like a part of his ice power has taken over him. I think this looks rather unattractive as Sub Zero is meant to be a ladies man. It looks dead and numb. Though I think the designers decided to enhance the players reviews and change it back to the old usual normal skin colour look, this makes him look more human-like and not a zombie, alien like look.

Kitana Evolution



With Kitana we can see that there is a fairly obvious change within her outfits and hair. The first outfit we can see that it covers majority of her body however still having the bathing suit type of look. The next we can see that there is a bit more of a revealing appeal to her, here the creators have added in shorter gloves and arm bands they have also changed the plain boring blue and black design to a more interesting design however this time the black sort of out weighs the blue. If we look further onto the next character we see that there is a major difference forming from the first Kitana we see and the third character. Kitana's outfit has a group of patterns placed around the base of the outfit. The creators have also revealed that she has abs, due to the fact that they have designed a rather short looking bikini top. Her boots still come past her knees although the only difference is that there are also designs on her boots as well. Her arm bands have also changed from the thin black bands to a thick chunky blue band.
Devil Jin Evolution


















Ezio Evolution





















Faith Connors




















Task 3: Research Case Study

In order to develop a 3D character we will research a study undertaken by Brad Jerod Madison on the implementation of stereotypes in Videogame character development (2009-2012)

During this research phase of the project we will be looking at how misrepresentations can occur in popular culture.

Key Questions

What/Who will be my character(s) be?
Who has done this before me?
Who/What is my favourite animated/videogame character?
How can I be original?
What new skills do I need to learn?

Sunday, 4 May 2014

Post 6 & 7
Advanced Tools and Techniques

Task 1: Complete your animation







In order to gain Achieved: apply a set of advanced tools and techniques suited to the media to enhance the presentation of the content.

In order to gain Merit: show accuracy in the application of advanced tools, techniques and procedures.


In order to gain Excellence: apply tools and techniques and undertaking procedures in a manner that economises the use of resource in the outcomes production and its usability (e.g. timely fashion, and optimisation of tool selection use).


Task 2: Explain how advanced tools and techniques have been used to create, edit and integrate digital media outcomes.


One of the advanced tools that I have chosen to help me with my process of designing and animating my animation was Rigging. Rigging is the simple way of adding in a simple bone structure to help the different parts of my animation move or function as if it were a normal human being, it guides your finished mesh object so that you are able to transform and/or pose you mesh however we want whether it would be walking or flipping. Rigging can also be headed under the 'Armature.' This Armature can help give my animation a lifelike structure to ensure that it appeals to be alive to the viewer. To begin with, I added a single bone toward the middle of the animation then of course building upon there moving outwards towards the arms and then of course down below towards the legs. I also used a simple method that I have used before the mirroring technique as this made it a lot easier and quicker too. This also meant that equality within the two sides were also available so that was a positive.


Another technique I had chosen to help with the lifelike process of my animation was UV mapping. UV mapping allows me to give the character an in-depth look or feel it provides realism to the character, this gives it different textures and or layers of specific colours to resemble something related to the outcome of the figure. In UV we are able to provide a high visibility of realism within the animation far more better then any of the given procedural materials and textures can do, in UV mapping we can easily colour a specific part of the animation to any colour or shade and view it on the 2D plane or image that we have created using the unwrap function. So therefore before we can start the painting process we have to know how to correctly unwrap or seam each of the different significant parts of the animation, for my animation I just unwrapped the legs, the side of the chest and the arms to get a full layout of what the different parts will look like, also this can help me get into the smaller and detailed parts of my animation. Unwrapping is basically turning it from a 3D view to a flat 2D view. During my process I had to edit and transform the painting in Adobe Photoshop, as the painting in Blender didn't quite help me with all the little detailed aspects of my animation, this was the only implication I had to face.


Another popular technique that I used for my animation to help me create, edit and integrate my animation was the Walk Cycle. The Walk Cycle is a simple way of adding a simple and easy human-like feature to your animation. Here I took a simple Walk Cycle image from the internet searched up on google.com and used it as a background image so that I was able to turn my animation transparent (hotkey z) and look through everything besides the bones structure or the Armature to fix and edit the position of each bone to create a walk pose. Hence I repeated this step recording each of the frames, letting the computer or application fill in the 'in between' frames so that it didn't look like a robot. This helped my animation feel real as the Walk Cycle was able to give my animation a more 3D look towards the viewer.


Task 3: Discuss why advanced tools and techniques have been used to create, edit, and integrate digital media, and how their use has enhanced the outcome.


Without a range of properly certified Advanced tools and techniques my animation wouldn't be as life-like as others. Hence ensuring you Create and use the right advanced tools and techniques help you meet the standards needed to meet the brief. Rigging help me move and position any part of my animation forming poses that will later on be translated into a mini clip. I think this has enhanced the outcome highly as each detailed technique has been carefully used to help provide a well functioning animation. As the assumptions of each technique I used helped the outcome my animation, this also guided the quality and the way in which my character can feel real, it ensured that the character was able to move due to the way in which the Walk Cycle was made. The Walk Cycle is a simple task a human like figure can do, hence this helps bring out the significance of the animation coming to life. It was able to display movements that are easy and sometimes unique displaying a simple life-like form of any animation will do. Moving each of the bones you are able to create different positions for example making your animation flip and or jump there are thousands of different characteristics that you are able to add to your animation to make it unique and or differ from anyone else's.


During the Editing process, we are able to edit the different poses that we have chosen to use if we see a fixable problem. For example the first time I worked on my Walk Cycle I noticed that the side was perfectly done however amongst the front of my animation my design was going all over the place this is because I had failed to correctly manage all views of my animation. However because I was able to edit the different key frames of the poses this allowed me to correct and improve the way in which my animation movements were displayed. Editing basically allows me to fix up any mistakes that have been accidently created.


Integrating is when you add in two parts or object together. For example in my animation I used the process of Parenting. Parenting is when you select a numerous amount of objects and grouping them together to help the control of each aspect. This allows us to enable easy access of organising of things as if we have too many singular objects we will find it difficult to properly control them. In out case, using blender we have to select the different bones (armature) in a specific order. First we have to be able to correctly choose and select (Ctrl + P) the Child Objects first, and then select the Parent Object last. This is how we can correctly parent each of the objects together. We do this because when we actually go to move or rotate a part of the mesh for example the arm, we see that both the arm and the mesh will be moving together hence making it simpler to create different poses and life-like movements. Using all these techniques it also guided me to enhance a Walk Cycle. Creating different poses significant to 'walking' to view a smooth Walk Cycle.


Task 4: Evaluate how the application of advanced tools, techniques affect the quality of the digital media outcomes.


Applying each of the explained Advanced tools and techniques, will affect the quality of the final outcome of my animation as it defines more of the life-like aspect of my animation. This was the main aim or purpose of why we decided to create an animation, to help the viewer understand our own concept of bring the animation to life. As I used Rigging on my animation it appealed to be mostly accurate however a few mistakes were made resulting in having to restart a few times, the rigging part of the technique helped me understand the way in which my animation was formed and how it can be elongated into a further and more complex result by using the rigging for my basic Walk Cycle. This was an indication that my animation came to life and helped it seem real. Also the guide of UV Mapping offered further more in depth of the appeal and characteristics adding in colour and significance of dimensions within the animation. Using these advanced tools and techniques enabled me to meet the standard requirement of the brief.

Sunday, 13 April 2014

Post 5
Conventions of a Digital Animation


Task 1: Explain the standards and conventions used to produce digital media outcomes



There are numerous amounts of standard and conventions we use to ensure a proper outcome for out digital animation. We used things such as the Resolution, using the resolution we can increase and then decrease it to create a specific illusion best suited for our animation. Here in the screenshot above indicates the resolution in which the rendered outcome images resulted in, we decided to keep the final resolution to 1920 by 1080 (1920x1080) as this was what the HD pre-set initially sets itself as concluding that my animation with display with HD.

Another example of the conventions that we use in Blender is the 12 Principles of Animation. The 12 principles of animation helps us define our character to help the little aspects of our animation. For example Appeal, Appeal is another aspect that can help you make and create your animation and also make the viewer understand or feel that it is real or alive. This is the main point to all animations. If your animation is lacking the right textures and the right layers to make it look real or alive this will effect the overall digital media outcome.



The last example that I will discuss will be the Straight ahead pose to pose principle. This is basically just the simple Walk Cycle that you divide up into key frames, if we animate this function correctly then we can see our animation come to life with the basic aspect of the human characteristics of walking. The simple Straight Ahead term means exactly what it sounds like, the basic forward motion in which a normal ever day thing will be viewed as only this time it is with an animation. In other words it is a way of viewing the animation the precise way that each individual frame. And as for Pose to Pose, this clearly means that you can upload a background image helping your or guiding to create different poses to create a simple but descriptive Walk Cycle, in Blender the application allows you to add in all the in between frames later hence you can skip frames for a more quicker and efficient process of animating. In the photo above taken from the web address below we can see a clear example of certain or significant poses only being bought out stating that the frames in between can be missed out.


Another basic example of the many conventions used to produce our digital media outcome is the file-type of imagery in which we can display our animation. Using characteristics such as the file-type for example on my animation I had used the PNG (Portable Network Graphics) image file-type as this concludes your animation with the perfect quality rather and much more control within the overall context of my animation. PNG has been known to be best suited for rendering out an image as it supports 24 bit colour RGB, in addition the format of this file is ideal for screenshot software, this allows pixel for pixel creations of your animation. I think this was better then using other file-types like JPEG (Joint Photographic Experts Group) as in most cases designers would use it for a test run of your animation and also the JPEG format sort of decreases the animations potential in quality and control meaning that basically what your initial piece of work or animation was before you choose your file-type, will then be further downgraded as the outcome of the JPEG file lowers the condition and the potential HD of the file. JPEG has known to be specifically used for photography purposes hence the Acronym meaning. However since we are rendering our animation JPEG is not the best suited for this job.

Task 2: Discuss the positive and negative implications of adhering to digital media standards and conventions when developing digital media outcomes


Positives
  1. I was able to control the type of file my animation
  2. It allowed me to focus on a certain aspect and work towards a specific measurement or goal of what my animation should look like
  3. The conventions allowed me to record and keep track of how much of a layer of any convention was placed upon my animation
  4. I was able to bring my animation to life using the basic 'Walk Cycle' setting the right frames and the right positions best suited for my animation
  5. Found it easy to counterpoint an exact measurement or scale from a certain characteristic

Negatives
  1. Appeal was not considered within the many conventions given
  2. You cannot give the animation a personal feel of it, for example the appeal of my character is not exactly what I had hoped for. My certain mesh had a kind of mythical look to it as the implications of the techniques did not quire for this specific doing. 
  3. Sometimes your chosen file cant work everywhere hence you have to make sure of this
Task 3: Evaluate how the application of standards and conventions affect the quality of digital media outcomes
 
This is the most significant part of the final reproduction of my animation. The outcome of your animation sets the bar, meaning if it was really well done people would relate to it more and understand it clearly. If you were to get a low quality viewing of the animation it would be hard for the audiences/viewers to create a relationship between them and the animation. The different applications of each of the Standards and Conventions affects the quality and the outcome of the final viewing, so if you apply the right resolution that is best suited with a smooth speed and movement rendering out the animation will create high quality images hence resulting in your animation being in the highest resolution standard available.
 
Task 4: Discuss the relationship between standards and conventions, in relation to the requirements of digital media outcomes
 
The relationship between standards and conventions is that it offers a better quality animation. Meaning because the standard resolution is able to edit and set a resolution of what our animation will come out as this will help the conventions work behind the scenes on the more mathematic terminology. These can all help the viewer or the stakeholders of the animation understand the certain characteristics clearly and undergo a relationship between the two.




Tuesday, 18 March 2014

Post 3

All of the work that I have submitted is my own or has been provided to me by my teacher.

Sunday, 16 March 2014

Post 2
Copyright, Creative Commons, Piracy


Task 1: In your own words define and describe each of these aspects

What is Copyright?

Copyright is simply a group of rules/rights summed up into creative works such as artist works, music, text, computer games/programmes etc. The creator of any work has the right to duplicate thousands of copies and the right to show/perform their media in any type of way. Copyright owners can also prevent others from copying/selling or using their work without their permission. Copyright however cannot protect ideas or concepts for example an idea for a film cannot be protected however the particular script can be protected as it is an individual aspect of the copyright owners work.

What is Creative Commons?


Creative Commons is a set of licenses that have been simplified to protect the copyright holders of the original content to be used. These can be displayed as 'All rights reserved' and/or 'No rights reserved' A Creative Common license gives you the power to either delegate how other people can use your work. This means that you can still hold onto your current Copyright rights but you allow other individuals to copy your work provided they give you full credit under the specific conditions you specifically allow. 


There are many different Licenses that come with Creative Commons here are just a few:


Attribution- A license that enables to remix/work on top of an original content with the given condition of paying full credit to its initial creator(s).


Attribution/Non-Commercial- This license is similar to the Attribution license as it still allows you to remix etc an original content however you are not able to commercial any of the work out as it is strictly prohibited.

Attribution/Sharealike- Its all in the name with this license, it allows you to  remix/work on top of the original content like the Attribution License although this license benefits you to "distribute your conditions under the same license as the original."

Attributes/No Derivatives- For this license you are able to remix/work on top of the original content however you are unable to distribute/sell/show the edited version of the work.



What is Piracy?


Piracy is simply the unauthorised copying of contents that have been copyrighted and then sold off to no set market for a cheaper or better price then its original content. This has a bad effect on the original creators as they lose business as the world can take credit for their work and make vast profits. Typically in New Zealand the most common examples of Piracy are within Films, Music Videos, Audios, and Knowledge that has been copied and pasted straight from the browsers.

Task 2: Discuss how some of these legal, ethical and moral considerations are related

Copyright, Creative Commons and Piracy have many things that are similar however there are clear differences between the three. For instance Copyright is simply the main law that has been set, the Creative Commons enables you or other individuals to use a media legally and finally Piracy is the outcome for when you have broken a law within the Copyright regulations. However in my opinion I think that Copyright would be the most important as Creative Commons and Piracy comes under Copyright.

Mega vs MegaUpload

Task 3: Write a brief case study on the controversy surrounding the online file sharing/storage of megaupload and the new sharing/storage mega.co.nz

Megaupload and Mega have been mentioned within the media franchise for a while now however there are many unanswered questions between the two websites. How come Mega is still up whereas Megaupload has been taken down by the US government? What are their differences?

What is the difference between Megaupload and Mega?

Megaupload
Megaupload was taken down due to copyright regulations been broken. Users of Megaupload were able to upload different sorts of media such as games, movies, songs without the initial artists permission. Other inexperienced web users were then able to click the 'download' button and within a few moments have a copy of a file within the palm of their hand. This breaks the artists privacy and their hard work of ideas that were formed. The downloading of files such as movies etc has been categorised as Piracy another huge issue within the media world, because KimDotCom could not visualise and personally see what individual users were uploading this caused a huge problem that then leaded to the shutting down of the site.

Mega
Mega however is different on many levels. Mega has an installation of Encryption Keys. These keys are used to encrypt ever single file that has been uploaded to Mega, the Encryption Key acts like a cover or and invisibility cloak like on Harry Potter is doesn't show other individuals what kind of files you are uploading, it is only visible to the individual that has uploaded the file. So if a user uploads inappropriate media for example a film they will have to contact the individual user to take down the piece of media and not KinDotCom. 

Our world is not perfect so therefore why has Megaupload been taken down even though there are still many sites out there that are similar? Is it favouritism or because KimDotCom got more of a media coverage?

It is simply because Megaupload used a rare strategy in order to try and satisfy everyone. For example if a individual user was to upload a file and many other users downloaded so that it became popular the individual user may get rewarded. This kind of system is the main reason as to why it was shutdown. The individual users that gain rewards took credit for another artists media. This was a breakage of many laws and regulations. For example the popular world sensation website 'Youtube', Youtube has been guarded with a regulation Copyright Law capitalised as the DMCA Law (Digital Millennium Copyright Act). This DMCA law allows the users to access to copyright owners and therefore take down any future infringement of any data/files. Whether it would be pirated movies to songs Youtube still would have the right to take down any type of data/file to ensure a well orientated substance for the other viewers of their material.

Megaupload
  • Was taken down by the US government
  • Run by KimDotCom
  • Raided by NZ cops
  • Can buy premium object with advantages
  • Froze KimDotCom's assets
  • Provided pirated films/games
Mega
  • Cant see what has been uploaded due to encrypted keys
  • KimDotCom can't take any responsibilities for what any individual user uploads
  • Slingshot has provided advertisements for broadband plans with Mega
Why is MegaUpload deemed illegal whilst Mega isn't?

MegaUpload is known to be deemed illegal due to the individuals that have been behind the scenes controlling everything that gets uploaded by the users. This made the controllers take more of a responsibility due to the taking down of the illegal copyright files that the users were upload and/or downloading. However Mega had no longer decided to have accede to decrypt and of the users files offering the users to access any of the files, creating a open door for the controllers of Mega to claim to ignore what their users can upload an download onto the site.
Referrences:
http://lakewindemere.wikispaces.com/Copyright%2C+piracy+and+creative+commons.

Wednesday, 12 March 2014

Post 4
Workflow/File Management

Task 1: Explain how asset management and file management are applied in the development of digital media outcomes

What is a Asset?
An asset is basically an element that is manageable within a particular application

What is a file?
A file is any document that has been saved outside the chosen application
e.g. A word document saved into our student sky drive/one drive

Assets

Outliner
In Blender we use a wide range of different assets/elements to be able to manage and correctly transform an animation into something completely new and different. This side-bar is called the Out-liner. The Out-liner helps you control each of the given attributes of your animation in a quick and simple way. Here we can see a few of the main elements that we use to help with the process, elements like the Lamp, this adds light for our animation so that when we go to render it (F12) we can see each of the different parts of our animation, here the lamp can also help us pick out any problems that have occurred with the structure and the main body and or magnify a certain spot of your animation. Camera, this element can help us and enable us to view the animation from different points and/or get up closer to the animation to fix any weak spots. Cube is the basic element that can help our animation become real, it comes with little assets like 'sub-divide' here we can evenly divide a part of the whole animation to help us design and create small parts of an animation, we could also delete a specific part of the character to enable a believable outcome. This is the process in which I had used to help create my animated character. Sub-dividing, deleting one half and then mirroring using the 'mirror modifier' this made things a lot easier and made it simple to get both side equal instead of equaling the sides slowly by ourselves, you could say this made things faster and easier.

Other assets that are helpful for beginners:

Properties: This function allows you to edit properties of whatever object you are set to be working with.

3D View: The 3D view holds all the objects you are working on/with. This is located on the toolbar below. This toolbar is also very important as I use this quite a lot for various things.

Mode Menu

Modes: The mode menu is set up to help enhance the modelling phase of your animating. They are shared View Windows. Here I used 'Weight Painting.' Weight painting also relates with the Armature, as this allows you to highlight a specific part of the animation with the bone, hence this will allow that bone to only control that certain part of the body and nothing else. This was very useful during my process.

Tool Shelf: (found on the left- subdivide) The tool shelf bar is useful as here you will find many key aspects to help model your object. On the Tool Shelf I used the 'subdivide' tab. The subdivide tab enables to to work with numerous sections on your object.

Axis
X- Red
Y- Green
Z- Blue

Axis: These given axis is not an object. The axis is basically conventions, or a compass that helps you remember which way is left/right etc.

Outliner
 Outliner: Blender can also help create a personal approach to your animation. Above is an example of renaming a particular asset that lets you rename a feature in the Out-liner side-bar. Personally I think this will be a great help as the given names can be complicated at times.

Modifiers
Add Modifier: During the period of creating and modelling our animation we can use the 'Add Modifier' tab to guide us with individual features, this feature can help you 'mirror' one side of my work to make this easier and simpler.

Duplicating

This is the example that shows the process of designing a figure. As you can see on the right side of the figure you can easily design and transform it and it has been duplicated easily onto the other side. This saves heaps of time instead of going back and redoing the other side, individually trying to perfect the other side to ensure it is a perfect match.

Transform Menu
Transform Menu: The Transform menu allows to add layers of transformation onto you animation but only in 'object mode'

Materials Bar
Materials Bar: Above is a screenshot of the materials bar. This can be located only at the properties section. The Materials bar allows you to layer any skin type/design amongst the surface of your animation. You are able to colour, shade and add images to the skin of your animation. Here I used the materials bar to add a deep purple colour to my animation. This can help you animation feel real to the viewer as you can add in images or different layers of textures found on the search engine.

Files 


Files can help you store and organise a set of resources fit for any topic or subject. Here I use folders to help organise my materials I have used or have worked on and have set them apart into different categories. You have the ability to change/rename a folder to help you understand or find it easily.  


Inside a folder you are able to store any type of resource. Here I used one of the folders to store the images taken for my walk cycle video, each of these symbolise a set timeframe of the walk cycle so this is very important to store and keep a hold of. This was useful as it stored them all in order so it saves me time instead of going through and reordering them. 

Task 2: Discuss the importance of effective and appropriate asset management and file management in the development of a digital media outcome

To be able to manage and correctly save significant aspects of a digital media outcome is extremely important, as it holds key characteristics that will ensure your digital media outcome will be effective. If poor and slack management is taken this may result in a bad outcome or an unexpected turn towards any digital media outcome.

File management helps you store information and important files in a convenient structure. There are many ways file management can be very helpful. A few things can be that you can create and rename folders to personalize and help you understand your files easily, it makes it look more tidier and cleaner as we can skip the struggle of time being wasted looking for files, this can benefit anyone as it ensures a easy way to understand your files you have created or saved. It is important to understand that without file management many things could go out of hand. Being a person that has experienced poor file management I know how significant it is to properly rename and sort out files into a correct and efficient layout. For one looking at a file that has no name or has a totally random name this can confuse me and hence I could just delete it without even thinking as this is a common mistake that many individuals make. If you have a correct and a working file management structure this will result in better products being made, for example the way in which for the walk cycle each little image Blender had taken was correctly saved into one appropriate file and had been sorted out in order, this benefitted me as the video outcome had every key characteristic present, because if I had lost at least one of the images my final product would look different and result in poor file management. 


An asset, in my opinion, is particularly different to file management. As file management is the way in which you sort your files and store whereas Asset management is the aspects of your digital media outcome that you anoint to help make the process either easier or of course faster. This is basically the main reason as to why we follow up on this process. The way I took on this process during my digital media outcome was way to slow and bumpy. The process was not smooth as I made too many mistakes,  this made the process of my digital media outcome rather slower then others and a longer duration of each step. For example, not being able to know or remember the shortcut keys were a major let down as this made me take the longer route of adding and transforming my digital media outcome, however I have come to realize that it is important to remember these methods as it will enhance a quicker and smoother outcome for my animation. Many shortcut keys can help you mirror or duplicate your animation as both sides should be completely equal. An example would be using mirroring the amateurs for the opposing side, duplicating you object would be a great start as there were numerous occasions where I had skipped this step (shift + d) then of course applying a mirror technique (ctrl + m) and then choosing the correct axis that your bones can lay upon whether it would be x,y or z and then lastly the most important step would be to press 'enter' as I also forgot to encounter this step too. I think that blender is a intelligent app that has attempted to try and make it easier for you to understand the different short cut keys for example the duplicate shortcut has the letter 'd' this could indicate to the user that the 'd' signals 'duplicate' as it wouldn't make any sense to the user if it were a 'g' or 'p' so I found this made the memorizing process a lot easier and efficient.