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Wyświetlanie postów z kwiecień, 2024

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