Friday, October 27, 2017

Walking Cycle




This week we talked about the walking cycle and the different elements that make each cycle different from one another. How a simple slant in the hips or a more extreme sinking of the knees can indicate a sad feeling or even a state of drunkenness or something else.

following the example sheet provide to us, we made the basic animation and familiarised ourselves more with Maya, and its animation features and controls.
After animating the character I used the F-curves to smooth out the animation and organically slant the hips from side to side as the foot landed to show weight shifting Y axis but also to set a base line for the animation I'd do after.
Since the second part of the task involved editing this first basic animation to make one with emotion or something else, but ideally make it very distinct and add realism or stylisation.


After asking my peers for feedback I decide to animate a drunken character, this way it would be up to the viewer to interpret the feel of the animation but also because a drunk person has a very peculiar way of walking as all senses are slowed and the way they shift their weight and step down is very unusual, as they seem to be tilting their legs forwards and inwards at every step instead of straight forward, almost like a toddler learning how to walk, which i think is somewhat appropriate for my first walking animation in 3D.

Cube with emotions - Sacrifice






                                                            

The task involved us making a basic cube and showing a set of emotions and through storytelling other basic props.


Friday, October 13, 2017




Experimenting with Cinema4D
Task: Animate "Clinging cups" 

Monday, October 9, 2017

3D JUMPING CUBE



Task: Using Cinema-4D, animate a jumping cube.
Use the basic principles of animation to give the cube as much realism as possible.
Texture the mesh and Light up the scene and render the whole into a video and/or GIF.


I approached this 3D animation quite similarly to the way I did with the 2D bouncing ball task, where I planned the animation through and then refined it as I went.

I first animated the cube  going up and back down.



and added squash and stretch to it so I could squash it down as a if it was preparing to jump and then squeezed it horizontally and elongate it as it went up to show it was moving fast and the bottom of its body had a small delay to indicate weight.
              








Then, as it reached the top I made it so the bottom of the cube would squish towards the top making the cube look fatter on the sides, this is a simple trick to show the cube has reached its maximum altitude and it has now reached gravity 0 for a small period of time. I then added a frame where the cube would come back to it's original form only to repeat the animation in reverse to show the cube falling.

Finally, I animated the cube squashing and stretching, sort of like a breathing animation to show the cube was releasing the bit of force it still had from the impact, also showing that it is fairly  flexible almost as if made of jelly; added the basic texture and lighted with a basic white light and used the timeline curve editor to adjust the time of each action before rendering the whole in 30 fps.


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THE BOUNCING BALL IN 2D



THE BOUNCING BALL IN 2D


 Task : Using Photoshop CC, create an animated bouncing ball withing the some of the basic principles of animation, previously discussed in
class. Also give the ball a touch of personality.

As we can see by the pictures around, I decided to start by drawing the line of action with a light blue, on which I would later be able to draw on; I did so by drawing a series of arcs getting smaller as they reached the far right end of my canvas.
This way the ball follows an organic flow throughout the animation and progressively decelerates and bounces less. To show deceleration I also sketched the frames of the ball on top of the line of action and added several more towards the end of the animation, this way once again the ball only makes subtle movements.


Furthermore, I made 1 more layer in which I drew a face reacting to the different stages of the animation for example how it squints when hitting the floor and squashes with force.
Lastly, I retraced each frame of the ball in a new layer  and set Photoshop to display each frame with 0.1 second delay, to slow down my animation as I made the whole animation last 24 frames. Bellow is the GIF file of the final result.


Click to Enlarge