Wednesday, 27 February 2013

animation blog 4


Animation blog 4

I decided to add a wall because I am going to make a start on the running animation. The postion the picture shows is the character moving up on a stool. If a person were to go into this pose in real life, they wouldn’t be able to support themselves and they would fall over, so later I’m going to add a stool for support.



 











After I added in a stool to show the character moving forward to get up onto the wall, also by adding the stool the character pose makes more sense, because without using it for support the character wouldn’t be able to hold the pose and would fall down.













The next picture shows the character getting onto the ledge. I know the pose isn’t perfect as they would be able to stay on the chair, but it is a starting point for the character running across the wall.












What I learned

I did struggle with making more poses when adding the character because it is hard to stop the character going through the model as there is no “collision” to stop it. Also when adding the model the character ended up going through it because of the existing animation you made before it, without really thinking about it. In future I plan to make my prop model before I animate.    
   

Tuesday, 26 February 2013

Primary research for 3D aniamtion


Primary research for 3D animation

For our 3D animation, we had to conduct primary research in order to get a better understanding of how the movements work. How primary research for animation works is by looking closely at thing it is based on. Another way you can get primary research is by taking recordings of yourself or other people getting into the positions or doing a particular action. Also as well as looking at the film and using a camera I have created silhouettes.    

 

 To start off with, I got into the same position that the character “Trinity” from the “Matrix” of which the animation is based on, starts off in at the beginning of a particular scene. I noticed that your shoulders go up and your leg spread out slightly to keep yourself balanced. I also noticed that the biceps flex slightly when you’re in that position. Another important issue to note is your feet part outwardly in order to support your weight better.


 
I decide to do a walk cycle because walk cycles are an important part of animation in the film and game industry, in the way that almost all of your body move when you walk not just your legs. Another important thing about walk cycles is people with different builds all walk in different ways.

http://www.youtube.com/watch?v=tOFNqNrkPgE
I did a recording of myself kicking because the character does kicks in the animation I am creating. I noticed when kicking, your body thrusts forward through the force of your leg swinging motion.
http://www.youtube.com/watch?v=Yuq1d4R4-X0

The finale recording I did was myself running because the character in the animation will run across a wall. I noticed it was very similar to the walk cycle except your legs and arms stretched out more. 
http://www.youtube.com/watch?v=hQD5Vb15aNE

 



 

 

 

 

 

 

 

 

 

 

 

I have created silhouettes of this groups character in various positions in the animation and some of the silhouettes show transitions from one pose into another.   

 
 
Another piece of primary research is the film itself, I have started look at this clip on youtube
http://www.youtube.com/watch?v=sjRd2Gbls-Y

We decided to do some more primary research. We did another recording of a running cycle in order to get a better idea of people with different builds running also, we did two walk cycles, the reason for doing this was that walk cycles are very important in animation as most likely every character in a animated film will walk.
 
What I have learned.

I have discovered that primary research is very important when doing animation in order to get a better understanding of how your body moves, and how your muscle work. Another reason why it is important is that if you cannot get into a certain position it means your character animation will not look realistic if it you try to put it into that particular postion. I plan to use what I have learned into my animation later on.   

Friday, 22 February 2013

animation blog3


3D animation blog 3
In this weeks animation blog I decided to add more key frames to my animation. The first new key frame I added was the kick as it is an important part of the animation. I still have yet to animate my second character. 
 




The second key frame I added was the chop to the arm and I also decided to add a bit of facial expression to the character.







Another new key frame I added was the hit to the face; the first part of it was the turning back to build up the force





The second part was adding the character thrusting  forward adding the collision of the hit  





The final new key frame I added was the leg going back after the kick. Another element I need to add is the chair being knocked into the air and going across the wall. 




motion builder


3D aniamtion blog motion builder
In this aniamtion lesson we looked at using “Autodesk motionbuilder”. To start you open it up and click onto file and selcect motion file import.













You should select the file ActorA_TPose and many cubes in the shape of a person should come up.

After that go into character template and select actor so a character appears.






Then scale the TPose up and then adjust the actor model so it is lined up. After make sure the actor is active.

Now this is the important part, go on to file and select merge. After select the file character



You should now have a more human looking character


 
















Finally import the file “ActorA_Walk” and now the human character should move like the actor model and do a walk cycle.


What I learned
By doing this assignment I learned a bit about “Autodesk motionbuilder”. I found out how to import files and how to copy existing animations from one model into another model, which is important because it saves on memory, time and effort for us to import more features and more action into in game animation.     

Thursday, 14 February 2013


3D animation blog 2


In the week for 3D animation, I decided to polish my key frames more. Like the image shows, the character is less straight which makes it look more human and less robotic. 

 

 

 

With just a small change like adjusting the legs, by turning the feet inwards and bending the leg slightly, it can make the character look more supported.

 

 

 

 


Also I spent time adjusting the fingers so they interlock more, like the character “Trinity” does in the “Matrix”. I also have to keep on adjusting the shoulders so they would look less stretched and more human in shape.  

 

 

 

 

 


I have to keep on adjusting the fingers as they are very hard because you can only move them through the spread.

 

  What I learned

By doing this lesson in animation I realised the process isn’t as straight forward as it seems. When I showed my tutor what I have done so far, she commented that it didn’t look human enough and the character didn’t seem supported. I only knew what she meant when I started making the adjustments; I realised that before the character didn’t look right. If I was to go into the animation side of the game industry I would now apply what I have learned in the animation.