Final Animation
Monday, 28 April 2014
Final Animation
With all our groups animations but together and rendered out this is our final animation clip.
Sunday, 27 April 2014
Characters Introduction
After completing the scare animation and using a sound track for that lip sync i went on and made an introduction lip sync as well, where my character introduced himself.
I got a bit of video reference for this scene from this movie Monsters Inc University to see how mike introduces himself.
Video Reference
This was achieved by simply looking at myself in a mirror saying the phrase and identifying the key mouth movements and positions then replicating that on my character. This was my final outcome for this animation.
Introduction Animation
Scare Animation
For our animation and the idea being based of Monsters Inc we each needed to complete a scare animation for the final cinematic. For this i did a few reference sketches which are shown earlier on in my blog and using these and some video references from other monsters i created my scare animation.
I noticed that with the scare animation using slight movements and wobbles of the arms and facial features increased the intensity of the scare. Also from testing out the animation on myself in real life when shouting, you breathe out causing your body to deflate in a away and move further towards the ground. I tried to replicate this is my scare animation below.
I noticed that with the scare animation using slight movements and wobbles of the arms and facial features increased the intensity of the scare. Also from testing out the animation on myself in real life when shouting, you breathe out causing your body to deflate in a away and move further towards the ground. I tried to replicate this is my scare animation below.
Scare Front View
Scare Side View
Storyboard, Animatic and Stage
In order to know what each team member was doing and what extra animations needed to be complete molly came up with this storyboard with the basic blockouts of the story of our animation.
Storyboard
With this in place and our basic ideas down Reece went and produce an animatic which contained a lot more detailed but based of the storyboard. These two elements helped the team to know what needed to be done and what our idea was going to be like.
Animatic Link
With this in place we had to make an environment for our animation to take place. I was tasked with making this stage scene.
This was the first stage i did and presented it to the rest of the group and they really liked it. They did mention having it as a closed off scene and included a few more extra details so i went away and improved the scene based on their feedback.
With the feedback i made these improvements to the scene. I added some back stage props to fill it out a bit and also made the stage seating area which i then closed off with the walls. I also added a semi circle part to the stage at the front where the characters can approach the audience more. This was the final improvements i made to the stage environment.
Extended Idol
For this animation i knew exactly what i wanted to do for it and it was pretty easy to animate as well. For my extended idol animation i had my character just looking around at the environment it could be in. I decided to do this as it's something that we all do every day. When in a situation we tend to have a look around so i though it would fit pretty well.
My character is always quite nervous at times so i thought it went well with his bio.
Push
When i had to do a push animation i remember thinking it was going to be a bit of a challenge and it was. I had a look at a few references to see what the basic shapes and movements were and what i learnt in my lecture about it is that a lot of the information is shown in the curve of the back. When arched in different positions it shows the viewer if any force is being put in to the push or not and this is were i think i succeeded with my push animation.
Another part to the push animation was the anticipation of it all. For this i did a simple little animation to give the impression that my character is thinking about pushing this object and how he's going to go about doing it before it all occurs.
Push Reference Image
Push Reference Image
Push Reference Image
Push Reference Video
Another part to the push animation was the anticipation of it all. For this i did a simple little animation to give the impression that my character is thinking about pushing this object and how he's going to go about doing it before it all occurs.
Trax & Graph Editor
Trax Editor:
The Trax editor is something completely new we were taught this semester and it's a really good edition to animating in maya when you can clip off an animation within a character set and then start a new one. I soon got the hand of using it and it made things a lot easier.
Trax editor is a helpful tool within animation because
you’re able to make an animation cycle for a rig and clip it off in to the trax
editor where you can save, edit and repeat the animation cycle to get the
sequence you want.
You’re able to make many clips and place them in a certain
order to create an animated scene for your rig. With the ability to simply
activate the keys back in to your main viewport you can just as easily
re-animate that cycle to your preference.
This editor is located in the animation editors. Once you
have the trax editor opened, select the rigs controller hierarchy that you want
to take the animation you’ve created off and put in to a clip in the trax
editor.
Then under the character menus, select ‘Create Character
Set’. Next in the trax editor window
select ‘Create’ an ‘Animation Clip’. Name your clip something relevant so you
can easily recognise it if you have many clips all loaded in the trax editor.
After creating the clip it should appear within the trax
editor as a little block, showing you how long the animation is. You can export
this clip and save it somewhere so you have that as a separate file.
This will take the key frames off the rig and save them in
the clip. To re-activate these clips on to the timeline, simply right click on
the clip within the trax editor and select ‘Activate Keys’.
You can blend two different clips together to create a fluid
movement from one animation cycle to another. This can be done by going to
‘Create’ and then ‘blend’. As well as blending two clips together you can also
split a clip if you only need a certain part of the animation clip. You can do
this by selecting the clip and going to ‘Edit’ and then ‘Split’.
The graph editor is something i've been using for a bit of time and it always helps me a great deal to make my animations look a bit more fluid and smoother. After blocking out the animation i'll always be mostly using the graph editor afterwards to give the animation a polished look about it.
Graph Editor
Trax Editor
Walk Cycle Version 2 & Ref
After i wasn't that happy with my first version of my walk cycle i went through it all and started to block out the basic stages of it all using some references i had found on the walk cycle.
Looking at this i can see that the character i'm basing my rig on is very over the top with his walk and moves a lot with his arms and upper body as well as his legs so i tried to add this to my walk cycle as well.
Looking at this i can see that the character i'm basing my rig on is very over the top with his walk and moves a lot with his arms and upper body as well as his legs so i tried to add this to my walk cycle as well.
A walk reference image so i knew what the key poses were within a walk cycle.
With all this information gathered i went back to my walk cycle and made the improvements i found necessary to make it look better. Here are my results and final walk cycle.
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