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CAGD 493 Week 14

 As this semester is coming to an end, it is time to look at the progress I have done and reflect on what I can improve in the future and what I have learnt. My main objective this semester was to work on quadruped characters since I don't have any experience in that area.  I started by creating a walk cycle of a tiger. I found exploring all the controls quite difficult. Another obstacle I have encountered, was that I couldn't be my own reference for the movement. In my animation process, I like to get up and observe my own body when doing a specific movement. When animating an animal, I can't really do that much because animals move so much differently than humans. Because of that, I needed to look at a lot of references available for me online.  These are GIFs with the tiger walk cycle I have created. I think I did a good job improving the work by incorporating the feedback I got in class. I found that I enjoy having more freedom in making the movement less realistic and
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CAGD493 Week 13

 This week I have continued focusing on the tiger kick animation. I wanted to implement the feedback I got last week from the class and move forward in the animating process. I was told to exaggerate my poses more. I decided to bring the COG a lot lower on the moments when the character is bending his knees to create more contrast between the poses. I also looked more at the chest twist and how can I use it in the kicking motion. I wanted the pose right before the kick and the main pose of the kick, to be highly contrasted.  I also put the tail of the tiger into a curled position so I can later on create an overlap on it and offset its movement. Previously, I have completely skipped past putting it into place and it was like a straight line sticking out of the tiger. I also decided to set moving holds to move forward in the process of the animation. After doing so, I spent a lot of time adjusting the moving hold so I am happy with the results. I decided that the high pose of the kick s

CAGD 493 Week 12

 This week, I have still worked a little bit on the dog collapsing. I had fun with this little project. Here is where I am at with this animation. I may still do some tweaks to it before I consider it finished, but overall, I am happy with it. After I have polished this animation, I have decided to start another animation with a creature. For the rig, I have chosen the Anthro tiger rig from Agora Rigs. It is a tiger rig, but it is more human like. I have worked with quadrupeds throughout most of the semester, so I decided to take a little break from that and animate once again a creature, but that behaves more like a human.  For the action, I decided to do a step side kick that could possibly break a board if I wanted to add that to the scene. As of right now, I am not sure if I want to add a board and someone holding the board, or the board on a horse, but I might do, if I think it would make the animation look more attractive.  I chose this video as a reference (first two seconds of

CAGD 493 Week 11

 This week, I have focused on implementing the feedback I have got in class on my dog animation. The main comment I have heard was to try to make the ears floppier and add more overlapping action, so the dog looks more realistic and less like an inanimate object. I decided to add more bounces to different body parts of the dog and offset the movements, so they don't start and end at the same time.  I started with the ears, I got feedback that the ears are much lighter than the body, so they can bounce a lot more with the weight that they have. I have added the bounce and I have also added a slight offset to the back of the dog's body so it doesn't stop all at once. I also got feedback that the paws should be more rotated and laying down on the ground and I should add some movement to them after the dog collapses onto the ground. I have worked on that to make the animation look more playful and believable.   Here is the progress after the bounce have been amended: I quickly

CAGD 493 Week 10

 This week I got some feedback about what I can improved in my tired dog animation.  The first thing I looked at is adding a little bounce to the COG after the dog hits the ground. I added the bounce, so the dog doesn't fall like an inanimate object, but has more life in itself.  I also added a little movement to the ears and the two breaths I had added before, I have changed it into one breath, since I got the feedback that the mouth was a little confusing to other students.  The next thing that I needed to add some animation to is the tail. I have not touched the tail yet in this animation so there were zero keys on it. I decided that I don't want the tail to be too distracting and I only really want it to be visible when the dog is falling down, because then the tail will follow and completely fall after the dog.  I quite like this approach to the tail, I am not sure if it is not too fast. I also tried to make the ears less robotic and I think I have achieved that. After loo

CAGD 493 Week 9

 This week, I have picked up where I left with my new corgi animation. I started with just the two frames planned out, the frame of the dog standing up and a frame with the dog collapsed. I started by adding the last frame and an inbetween of the dog falling.  I wanted to put in the most important fames first, before moving forward into making the dog more expressive. I noticed that actually in the frames that the dog is laying down, hos paws aren't fully touching the ground, so I needed to fix that.  The one thing that really caused me problems was trying to get the dog's head laying on the ground. In my reference, the dog landed with their head fully touching the ground, but this rig was definitely limiting me in that area. I had to really play around with some controls to achieve a pose that would be close enough to what I wanted to get.  The GIF above is still in stepped, it made me realize how quickly the dog's head jumps back up and how big of a difference it made. I

CAGD 493 week 8

 This week, I have focused on finalizing the dog happy walk cycle. In class, I have gotten very valuable feedback on what I could improve to make the animation look better. I ended up extending the back legs further to make the jump more believable, adding a little bit of floppiness to the ears and making the dog's eyes blink. Here is the final animation in a form of gifs:  I'm very happy with how it turned out, I think it's very cartoony and that was my goal for this task. Because I really liked working with this rig and making the animation very fun and light-hearted - I liked the aspect of adding personality to a quadruped character and not only focusing on the body mechanics, I thought of exploring the possibilities of the rig more. I decided on making a short 20 frame animation of the dog collapsing from tiredness.  I found this reference, which I loved:  Because it's a gif, I could lay all the frames out to help me with the timing of the fall.  I decided to move p