Making the lamp part 2

Next I added some textures to the lamp I went with a bright orange with dark silver accents.  I chose these colours to give it a retro vibe. For the bulb I used a glass like texture. image Then I added a light and put it in the bulb. I made the light red to see what it looked like as the light will go red in part of my animation. I made the light type a spot light, this makes the light look like it looking at the things around him.

Then I made a wire and plug, For the scene I just made a box and hollowed it out. I also made a plug socket for the wall, for the plug to go into.

Making the lamp part 1

To start with a got a template image of a lamp. From there I stared making the base of the lamp using a cylinder, filleting it and cutting it in half. Then I made the lamp joints with the cylinder and also filleting them. Next I made the lamp arms using the cylinder as well.

After that I made the lamp head using the bezier tool, I went with a fishbowl kind of look as I thought when I animate it, it will feel more like it is looking at you through an eye, and I also used this tool to make the bulb.

HierarchyThis is the hierarchy of my lamp model, it has been done in this layout so that when you move one part of the lamp the rest will move with it. This will make it much easier to animate using forward kinematics.

Lamp Animation Colour Ideas

I wanted to give my lamp a retro feel, so I decided I would use bright colours like orange with gun metal hints. I  would make the big bulb gold as gold is a valuable colour and would help to show why the lamp wants its so much. For the lamp I think I will start with white light to show that the lamp is an ordinary lamp, then I am thinking of making the light turn red near the end to show that the lamp has become evil or angry as it cannot get the bulb.

Luxo Jr. Analysis

Luxo Jr. is a 1986 American computer-animated short film produced by Pixar and directed by John Lasseter. It is around 2 minutes long. It was Pixar’s first animation.

It is about two anthropomorphic (showing human characteristics) desk lamps, one big Luxo Sr. and one small Luxo Jr. The bigger one watches on as Luxo Jr. plays with a ball that he accidentally deflates. Later Luxo Sr. finds Luxo Jr. playing with a beach ball, causing him to shake his head as a reaction to Luxo Jr.’s antics. The lamps could be representing a parent and their child, two siblings or maybe a owner and their pet as it shows a kind of paternal relationship between the to lamps.

The animation has a quite humorous feeling to it, as it has lamps moving about and messing around with a ball. Luxo Sr. is the more mature lamp and is the adult figure of the animation, who is keeping an eye on Luxo Jr. trying to make sure he does not get into trouble. So is quite protective and responsible. While Luxo Jr. is more childlike, he seems curious (about the ball), playful (jumping and bouncing around) and happy, he plays with a ball and does not fully think about his actions and their consequences, as he plays to roughly with the ball and ends up deflating it, after this happens Luxo Jr.’s movements show him to be upset and a bit disappointed,as the shade part of the lamp is facing down a lot and the arm is bent down quite low which makes you feel sorry for him. Then he appears playful again at the end when he finds a beach ball to play with and makes you happy for him again. They show the lamps different personalities through how they move, the top shade part of the light acts like the face and head, and the arm of the lamp is representing the body, while the base represents the feet. By moving these parts in different ways it can show their different emotions, this way it is quite easy to relate the different movements to the human actions and emotions they are trying to show.

 

Forward Kinematics

Forward kinematics is the use of kinematic equations of a robot to calculate the position of the end-effector from specified values for the joint parameters. The kinematics equations of the robot are used in robotics, computer games,  and in animation.

il_hier_fk_manipulation_max-2

This is an example of a Kinematics equation.
Z= Rigid transformation to show the relative movement allowed at each joint.
X= Rigid transformation to  define the dimensions of each link.
T= The transformation locating the end-link.

In the forward kinematics system the animator must specify all the values for the degree of rotation and their order for each joint in the hierarchy, to move the limb from point A to point B in 3D workspace. With forward kinematics when the parent joint is moved within its hierarchy (Rank/Order), all the children follow the parents rotation.

Examples of Anthropomorphism

Anthropomorphism is the attribution of human characteristics or behaviour to a animal, or object. For example animals talking in a human language or an object like a broom moving about as if it were a living thing.

Here is a list of anthropomorphism used in media:

  • Fantasia 1940
  • Toy Story 1995
  • Beauty and the Beast 1991
  • Sonic the Hedgehog 1991
  • Harry Potter
  • Crash Bandicoot 1996
  • Spyro 1998
  • Cars 2006