Thursday, 16 February 2012

Assignment 2: Joe walk Cycle and Jump


Joe Jump
This would be the second part to the assignment which is Jumping. I believe showing a video to show my actual animation would be better then screenshots.

For this part I actually bumped into quite alot of problems for the jump animation. First of all i did pose to pose animation and when i started to spread them out I had to spread around 10 parts all at the same time and it was quite a fun yet boring process. When i started spreading the frames i realised some frames had "double" keyframes and i had to manually take them away using the graph editor.

However, by removing these "double" frames i realised at a certain point in the animation the rotations get out of hand and spazzems for a second. Due to this I had to replace my key frames and redo it again. Aside from that I also attempted to make my jump as natural as possible but with the lack of time the jump itself wasn't too refined. I did not manage to refine the ending part whereby Joe lands and tries to regain balance.


Joe Walk Cycle
For the walk cycle I actually spent quite a bit of time to refine, refine and refine it up. When I added in the rotations and hip,shoulder weight shifting Joe looked like a piece of jelly shaking about. In order to fix it and make it look more "right" and natural, I spent time going through the weight shifting and changed them bit by bit at the same time reducing the amount of weight shifting in the body and moderate it.

After consulting Mr.James he pointed out that the body not only shakes but actually moves from left to right and right to left as they walk. I then added more movements into the body and it looked much more natural. The animation of the hands were pretty straight forward as I got the effect I wanted for the first cycle and duplicated the same effect for the next few steps.

Tuesday, 14 February 2012

Big Dog Weight Shift

1) If engineered or programmed badly, BigDog would fall over. Watch the full video again, and describe how BigDog’s legs move while walking– ie. what is the sequence of leg movements for one complete step? Use the terms BL, BR, FL, and FR for the back-left, back-right, front-left and front-right legs.
Big Dog's leg moves in a alternative pattern is FL and BR moves for the 1st step FR and BL move for the next step in order to balance itself.
2) Explain how this sequence of movements manages to balance BigDog’s body weight.
I believe Big Dog is focusing it's weight on two legs at the time using two legs of a different side(e.g FL and BR) it creates a center of gravity and allows big dog to balance as he moves his alternative legs (e.g FR and BL).
3)Look at BigDog_kick_slow_motion.mov. Draw a storyboard of BigDog stabilising itself after being kicked. 

Spiderman Hip Weight Shift



Weight Shift
This exercise was a good start to learning how to animate animations that suggest the naturalness of a human body. At the start I Attempted to animate them using the timeline meaning my keyframes were all spreaded out to suit a certain frame. However, Mr.Jame taught us a easier approach which was using 1 frame per keypose without spreading them out. Therefore, if the animation look sort of "fluid" with these frames chances are when I spread them out they will look natural and acceptable.

Finally once everything is spreaded out with well measured time. We will then do the Slow in and Slow out using the graph editor to give it the final touches and make it look "natural".

 



Spiderman Poses


Base spider man pose
This was the base/given spiderman pose and i had no problems in creating this specific pose given.


Second Spider man pose
This was the next pose i chose to create. It was slightly hard as the model of spiderman given to us had some limitations like if the leg was lifted to high the butt would sink in making it look "broken". I had slowly test for a position to have the essence of the pose i chose and at the same time not look "broken".



Third Spiderman Pose
This was was relatively straight forward as the pose was well within the limits of the model. Therefore, i was able to smoothly create this pose and improve on it as i continued creating it.

Rigging

Hands
I curved the hands a little using the rigging that i have created and implemented into the model to show that is it working.

Legs
I pushed the feets up using the rigging that i have created and implemented into the model to show that is it working.


Rigg
I made the body translucent to show all the riggs as well as IK handles that act as the skeleton/joints in the body.