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3D Computer Animation Fundamental

Week 8: Body Mechanics Planning & Blend Shapes

Body mechanics planning

My reference footage is from the embedded video above, specifically the segment from 0:8 to 0:13.

I started by analysing hip movement and the placement of lower body and arms. I tried to identify extreme keys and how momentum is generated when the subject launches himself up the wall. He launches himself vertically up towards the wall and with his left foot kicks himself up and immediately grabs the edge of the wall and kicks himself up with right foot while using the momentum generated and pulls himself up, his hips and lower legs wiggle towards the camera for a while and then follows his hips movement up. So there is quite a bit of follow through movement on his legs when they are hanging in the air. This follow through movement will happen during the breakdown keys inbetween two key frames.

These are my 13 key frames, the spine needs to be further adjusted into a C shape and in some frames S shape, and the palm of the hand more open when reaching out for the edge of the wall.

Blend Shapes

All the mouth shapes for my lip sync audio made in consideration of reference footage/audio. My chosen audio clip for the lip sync assignment is the line “have you ever stood and stared at it? marvelled at it’s beauty, it’s genius!” spoken by Agent Smith in the movie Matrix. Hugo Weaving’s upper lip doesn’t move a lot he speaks in a very reserved manner rarely opening his mouth fully.

Categories
3D Computer Animation Fundamental

Week 7: Polishing walk cycle

Further developed the bald face model from last week, added blink to the eyes, duplicated blink deleted one on each duplicate blend shape to allow for eyes to close and open individual

Added more blend shapes such as frown, different nose and wrinkles and further developed skin weight around jaw area so the rig doesn’t break when opening jaw.

Above image is the polished walk cycle with ghosting effect turned on to show all the frames. Full walk cycle can be viewed in link below.

Categories
3D Computer Animation Fundamental

Weak 6: Planning walk cycle and introduction to blend shapes

Nick introduced us to skin weights and basic blend shapes. I created this character using the basic bald face model provided by Nick. Various features were sculpted using the sculpt and smooth tool with symmetry turned on and using the shape editor.

Georges session focused on further explaining the fundamentals of a walk cycle, and planning our walk for next week.

Contact
Down
Pass
Up
Categories
3D Computer Animation Fundamental

Week 5: Weight Shift

Weight shift key frames from right to left. This is the key frames I made for my weight shift using everything that was taught during Georges session today. I made a second weight shift both polished, second attempt below.

Key frames and some breakdown frames for the second weight shift I made.
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3D Computer Animation Fundamental

Week: 4 Flour Sack & Bouncing Ball/Fox Jump

Nick explained rig hierarchy and how to use a rig using a simple flour sack rig. Using the flour sack we have to animate a two step walk.

Graph and timeline for flour walk, frame 1, 32, 64 are contact poses with left foot forward. This was animated as a normal walk cycle would be, contact and pass poses first, flipped for each foot then up and down poses, breakdown and inbetween.

Georges session was about squash and stretch and blocking out and planning the fox jump.

These are some of the key frames of my ball bounce/fox jump.

Categories
3D Computer Animation Fundamental

Week 3: Pendulum

In this week George explained animation principles, anticipation and off set this culminated in to a pendulum exercise.

Above are extreme poses of pendulum, off set was achieved by manipulating graph editor and setting key frames for different tail joints in different timing, about 3-8 frames apart from each other.

Timeline and graph editor for pendulum. The image above shows my workflow.

Categories
3D Computer Animation Fundamental

Week 1-2

I joined the course in week 4 therefore I wasn’t present during week 1 and 2 but I have viewed the recordings of those two sessions. Nick’s session focused on the technical understanding of Maya tools and George’s session focused on animation process in Maya. Week 2 introduced deformation basic animation principles, squash and stretch follow through and overlap. The task was animating a pendulum moving and blocking a fox ball bounce. I did both exercises in and posted them on syncsketch link is below.

3D Computer Animation Fundamentals -> Ball With Tail Jump (syncsketch.com)

Categories
Design for Animation, Narrative Structures and Film Language

Week 6: Quoting and paraphrasing

The focus of this week’s session was paraphrasing, specifically in an academic setting. Paraphrasing to put it simply is articulating the meaning of a passage without replicating its content. To demonstrate that we understand this Nigel tasked the class with paraphrasing the following parapgraph.

’The authenticity of a documentary is ‘deeply linked to notions of realism and the idea that documentary images are linked to notions of realism and the idea that documentary images bear evidence of events that actually happened, by virtue of the indexical relationship between image and reality’

The authenticity of a documentary is grounded in realism and documentary images depict real events (Roe, Animated documentary 2013)

Categories
Design for Animation, Narrative Structures and Film Language

Week 8: Academic writing and literature review

This week Nigel discussed the characteristics and formalities of academic writing and the process of literature review.

The three books below have been chosen as research material for the critical report. Depending on the relevance of their content in relation to the topic of the report the appropriate book(s) will be chosen for literature review.

Ivory, J.D. (2015) A Brief History of Video Games. Routledge.

Kent, S.L. (2002) The ultimate history of video games: From pong to pokémon and beyond ; the story behind the craze that touched our lives and changed the world. Roseville, CA: Prima Publ.

Menache, A. (2011) Understanding motion capture for computer animation. Burlington, MA: Morgan Kaufmann.

Recap of academic writing:

Do’s

  • Be clear and concise
  • Write objectively
  • Use academic sources, correct citation and referencing methods

Don’ts

  • Sweeping statements
  • Informal language
  • Directly addressing the reader
  • Personal pronouns
  • Obvious statements
  • Repetitive sentences
Categories
Design for Animation, Narrative Structures and Film Language

Week 7: Critical report topic

In recent years animation in video games have become sophisticated and more ‘realistic’. There has been a visible difference between the quality of animation in films/tv compared to video games. This is evident by observing the first 3D animated movie Toy Story (1996) and comparing it to the biggest game released in the same year in terms of production budget and sales, Super Mario 64. In both visuals, and practice of animation principles Toy Story is superior to Super Mario 64, the same goes for most AAA games and big production movies. However, in recent years animation in video games have enjoyed an exponential increase in quality, my critical report explores how this happened and what are the main reasons for this upgrade in animation quality. When comparing video game animation to animation in film/tv this report will focus mainly on the post Toy Story era. Below are the main questions I will aim to answer in the report.

  • Technology? Modern games are much larger than older games, capable of handling more assets and hardware is more powerful.
  • Animators? What is the ratio of animators working on a typical AAA game today compared to the 90’s and 2000’s
  • How has Motion Capture contributed to animation quality in video games