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.

Wednesday, 18 January 2012

Eleven Rig 3 Poses





Yoona SNSD Standing Pose
This pose was relatively simple I completed it the fastest among the other 3 poses.
 
 
 



 


Sitting Pose
This pose was quite hard proportion wise as the model and the 3D Object we are manipulating is different in terms of size(e.g arm length, body width). For example, the arm wasn't long enough for the elbow to rest on the thighs.







Basketball Pose

This pose was quite hard as we are only shown a part of the pose with a lot of things behind his back. Therefore, I had to imagine how the pose works as a whole and rigg it.



Sunday, 15 January 2012

Character Design – Whole body design (front and side) & Spear

T-Pose
This is the final design of my character with her doing a T-Pose. As u can see above part of her right arm is half done as the paper wasn't big enough to fit in both arms stretching horizontally. I kept thhe design simple using a one-piece dress with little designs/patterns on it. At the same time i gave her armour for her legs and arms to make her look like a warrior.

Side View
This is the final design of my character with her standing side ways. I kept the design simple using a one-piece dress with little designs/patterns on it. At the same time i gave her armour for her legs and arms to make her look like a warrior.
Spear
This is a simple design to her spear which is called the "Spear of deceit"

Saturday, 14 January 2012

Front and Side view



Front & Side
These are the sketches of my character's front and side view. This is actually my first time doing these sort of references for game creation purposes. I had a few problems aligning the face to the other face and I drew light lines across quite a number of times to get the proportion and shape of the face looking correct and acceptable.

Tuesday, 10 January 2012

Characterisation

Senna Mikazuchi
Introduction:
In the distant future were technology was once lost, countries from all over the world fight and seek the power of these lost technology. Senna is a student who attends a combat academy called Weiss which is located in a small country Ashenburg.  But being a spy from another country she betrayed her fellow friends, classmates during an attack and killed them using one of the lost technology weapons which is called “The Spear Of Deceit”. The spear allows the user to create illusions that actually hurts. Playing the role of the antagonist she fights against the lone survivor named Aurora.
Driving Force/Motivation:
Senna is devoted to her country named Gastark. This is because the king of the country took her in at a very young age and raised her with love and care treating her like his own daughter. Thus she shows absolutely respect and devotion towards her foster father. Later on, Aurora manages to convince Senna in fighting against her corrupted father. This shows that Senna did treasure the time she spent during her life in the Academy Weiss and that she was fully aware that her father was being corrupted by power bit by bit, but she could not bring up the courage to step forth and stop/convince her father.
Appearance:
1)      Senna’s key appearance is her silky blue hair and a crown like feature she has during combat
2)     Another feature would be her pendant which keeps a picture of her and her foster father during her childhood days.
3)    Senna also holds a weapon of lost technology called “The Spear Of Deceit” given to her by her father to protect her and keep her safe.
4)    Senna also has a princess knight sort of clothing as she isn’t clad in armor but a large ratio of cloths mixed with a small ratio of armor.
5)    The next key feature would be her deep blue eyes.
Behavior:
They are the serious, highly ambitious and confident type but slowly develops or shows signs of deredere, usually developing feelings for another character and dropping the tough front

1)    Senna in truth is a very hardworking and quiet girl. During her time at the academy she appears like a slacker but she is actually secretly practicing during the night which causes her to be tired during the day giving an image of a slacker. She practices at the night to keep her identity a secret as well as improving her skills for her one and only foster father.

2)    She moves and carries out her tasks with absolute confidence and determination once her choice has been made.

3)    She is committed to what she does and gives of the aura of confidence and acts tough around people to prevent her fragile heart or weak inner self to be hurt.

Monday, 9 January 2012

Character Lineage

Yuzuriha Inori
In the year 2039 located in Tokyo, after an outbreak of an unidentified virus “Lost Christmas” in 2029, Japan has been under the control of a multinational organization called GHQ. Yuzuriha Inori is a quiet and sweet young girl who is devoted to Gai because he saved her life and gave her a name. Thus she shows absolute respect and devotion towards him. She also seems to think she's a burden to others but tries to protect the people close to her. Inori seems to be unaware of human emotions, not even knowing what the feeling of love is. She even had to ask Gai if she loves Shu or not, which Gai notes that she does but didn't say it to her face.
 She is part of a resistance guerrilla group that is being lead by Gai called the “Funeral Parlors” which is a group that fights against the “Antibodies”.  She is also at the same time a singer on the internet in a group called “Egoist”. Being in a guerrilla group Inori is quite cold blooded emotionally towards her enemies and is able to kill obstacles for the sake of the group or protecting the people close to her which mostly consist of the people in “Funeral Parlors”.
Hime Yarizakura
A sixteen year old high school girl which is a demon called the “dragon descendant”. She treasures her long scarf which was made by Akina. Her scarf was made to cover up her scar on her neck which was made by Yae Shinatsuhiko to seal most of Hime's youkai power.
 Hime happens to be a glutton and loves to eat noodles especially those cooked by Akina. She is also quite sensitive about her weight; she trains using the teachings her grandmother taught her and patrols the town every day. She uses her grandmother's teachings in the hopes that she will become a great mayor like her grandmother once was. She may appear harsh at times, but she has a kind heart.  She uses a contractible spear. She has a deep friendship with Akina and Gin.

Anri Sonohara


A bespectacled girl who attends the same school as Mikado and Masaomi. She is rather quiet and timid, but seems very close towards Kida and Mikado. She is intelligent, clever, a bookworm and resourceful. She is very busty and cute, which makes her somehow popular, even though she feels uneasy about it. Her online chat name is “Saika”. Anri usually feels and thinks that she has lost a “purpose” and motive in society.
She is also determined to protect her two close friends Mikado and Masaomi later to find out that they were the leaders of the two other big groups called the “Yellow Scarf” and “Dollars” in the city.

Cow Improved Version 2




Cow Improved
As u can see I have improved on my cow and edited the proportions to make it seem more believable. I gave it a bit of muscles structure and the curves that it needed. I also edited the size of the arm and make the glove more noticeable or believable.

Cow Character

 
 
 

Journey
This model was pretty straight forward to create since there were instructions for it. One of the problem i bumped into would be the head my first attempt at it was pretty lousy and there were lots of vertexs combined togather and the eyes were sort of "merged" togather. I had to redo the head but luckily redoing was pretty easy and simple since i had the image of the steps that needs to be taken i redid it and got on with the body.


Sunday, 21 August 2011

http://www.youtube.com/watch?v=h0ZUFqs470c

Animation Principals

01. Staging
No staging or emphasizing was done

02. Squash and stretch
In my animation Squash and stretch was not implemented as unlike balls boxes do not flatten when gaining speed instead after images are seen.

03. Anticipation
For my animation I did not anticipated the vibration of the head of the Hep when lifting an object. Therefore, the Hep carries things too smoothly lacking realism in it's motions. But I did slow down the speed of it lifitng the box to show the "weight" of the box.

04. Straight ahead action and pose to pose
For this part i believe I did pretty well. Straight ahead action i used it when there is a need to use it. Like when the swivel base is moving there was not a need for any inbetweens for this animation.

On the other hand pose to pose was also used at the correct areas. For example, when the box get's transfered from one place to another on the conveyor belt, I made it vibrate inbetween the keyframes making it looks real as though the conveyor belt IS moving it from one place to another.

05. Follow through and overlapping actions
I believe follow through actions is follow up actions to make movement look real. I believe I did pretty well as I animated the robot in a way it is actually investigating the box by looking at it from top to down, pushing the box forward, knocking on the top of the box, looking at the box close up, giving a final quick check and finally nod it's head to give it a "It's a box" feeling before it carry the box to the platform.

06. Slow in and slow out
For this I slowed down my robot as it carries the box up. This is done to show the "weight" of the box. On the other hand, when it's going to reach out and grab the box it moves faster in comparison to it carrying the box.(It was not done to the extend of exaggeration as I did not want to make it look unreal).

07. Arcs
I believe this was done pretty well as it was quite simple. Although i did the longer way of turning my Swivel base.

08. Secondary action
I found this principle useful as when Hep was investigating the box there was a need to move his body continously with his head to give off the "he is inspecting" feeling.

09. Timing
In my animation I increase and decreased the frames needed to reach the next keyframe to give it a more smooth and better timing of the coordination of Hep's movements.

10Exaggeration
There was no exaggeration implemented

11. Solid drawing
This was not implemented

12. Appeal
I believe there was not much appeal as there wasn't any exaggeration nor there was anything done to make it look appealing.

That's all for my IN3D blog and i strongly believe blogging isn't my thing after this....

Friday, 5 August 2011

Storyboarding

 

This is my story board with it's description beside it

Character

The character name is Hep. Day in and day out Hep has been constantly stacking boxes on the platform. Until one day.... a red box appears and Hep was shocked and did not know what he should do. Therefore, he began investigation! He investigated the box after many difficult proceedures.... Finally he nods and deceides that it is just a normal box and placed it on the platform after a quick last minute check/glance on the red suspicious box.



Sunday, 24 July 2011

IK Mech Arm




IK Mech Arm
For this exercise i have made use of the Parent constrain and used the 0 for false and 1 for true when it's true the cargo box will be parented to the Arm control and follow along once it's false it will be parented to the platform upon reaching there.

Sunday, 17 July 2011

Bouncing ball


Bouncing Ball
For this exercise i used the tangent weights to make a more realistic fall of the ball it stays in the air for a split second and drops. Aside from that i have also flatten the ball when needed to suggest the speed of the ball and the ball smashing onto the ground.


Monday, 11 July 2011

Ball Bounce Animation

In this picture it shows the ball on the peak of it's bounce. That's when the ball will slow down and i wanted to show this "slowed" down frame by added more beside it.

This is when the ball has the most of it's energy and is bouncing or moving at high speed. To show this i left more distance between the ball and the next frame to suggest the "fast" movement of the ball. I also made it abit flat around the edges to make it feel like it's moving at high speed.

This shows the ball at the end as it slows down and move frames of the ball slowly moving is needed

This picture shows the ball hitting the ground. When a ball hit's the ground it will slow down for a split second and flatten on the ground. To suggest this i did the exact same thing and added more frames to the ball as well as flattening it to the ground.