To begin I went to an empty slot in the material editor and from the material browser selected the raytrace material. Then I set the transparency colour to white as this would make the material fully transparent. Next I removed the tick from the box by the word reflect and increased the reflection value to 20. The final change I made in the basic parameter rollout was to the index of refraction, which sets how much of the surrounding materials are refracted in the glass, was set to 1.55.





Next I went on to create my final piece of animation, this being the camera movement for the first 3 parts of the storyboard. The purpose of this of the final video would be to set the scene where the steam engine would have been used, this being for a dredger on a lake in Zurich in 1892. Before starting the animation I first checked the timeline was the correct length. This section of animation was planned to roughly last for 15 seconds. The timeline was currently set to 400 frames and with a frame rate of 25 frames per seconds this equalled 16 seconds of animation. As this was about the time originally decided by the group to use for the section I was working on I decided to leave the timeline at 400 frames in length so that there was additional space for editing.
Following this I added a camera to the scene. I selected a free camera as I wanted the focus point of the camera to change as it moved towards the dredger and felt as a result of this plan the free camera would be most suitable. Then, using the move and rotate tools, I position the camera in the scene where I roughly wanted the animation to start.



This corrected the end; however there was still a problem at the start. The animation was meant to open at an image of the mountains to set the scene, but currently the camera was facing the wrong direction. To resolve this I selected the camera and turned on auto key before using the rotate tool to position the camera so it faced the mountains.

Now I was happy with the animation of the camera I tried rendering a single frame to see the outcome. I was quite pleased; however there was a gap between the top of the sky and the top of the rendered image. To correct this I first tried to move the spline path lower, but this did not hide the entire gap and did result in part of the dredger being cut off in the image. Instead I increased the height of the cylinder which contained the sky material with the scale tool. This was successful in removing the gap.

To begin this task I worked out where I want the machine to be placed and therefore which sections of the dredger I wanted to fade away. When doing this I took into consideration the size the steam engine will need to be scaled to when merged into the scene and as a result the amount of the front of the dredger which needs to be faded away. I did not want to fade away the whole of the front of the dredger as this would display the inside as well due to the fact I do not know what else would be inside or where.
Once I had an idea of where I wanted the machine to be positioned within the dredger I made the different parts of the dredger into editable polys. I then entered polygon mode and went down to the material ID section to set the material ID for the areas I wanted to fade. Several of the material IDs had already been used for one of the objects and so set this section to the next available material ID, this being number 4. I set this material ID to all of the areas I wanted to fade.

Afterwards I created a morpher material in an empty slot in the material editor and added multi/sub object material to the top two channels in the morpher material. In the first multi/sub object material I applied the normal dredger material to all four channels so I could use this as the first material and then in the other multi/sub object material applied the original dredger material to the first three channels of this material and for the forth applied the transparent material I had previously created.
Following this I selected the objects which make up the dredger and from the modifier list chose the morph modifier. I then clicked on “choose morph object” and selected the one object which made up the dredger. This resulted in the "choose morph modifier window opening where I highlighted morpher before clocking on the bind button.

The preparation of the material was now complete and so I turned on auto key and made changes to the percentage values of each channel accordingly due to the position of the slider along the timeline. I did not want the front of the dredger to fade until the camera had stopped moving and so I kept material one at 100% up to frame 300 and then between frames 300 and 350 faded material one to 0% whilst fading the second material in to 100%.

My role within the group was not complete in relation to the project files. All that is left for the remainder of the semester is to prepare for the presentation during week 12.
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