Przejdź do głównej zawartości

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 realized, that I need to adjust the timing of the bounce as well because this timing worked well for the small bounce, a bigger bounce needs more time. 

I decided to also add a little second bounce to the tail. Corgi breed usually have their tails curled quite a lot so the tail collapsing onto the floor with no bounce back, can look a little out of character. 


After playblasting the animation a couple times, I could still see some mistakes, so here is a GIF with a stage I am at right now: 



Komentarze

Popularne posty z tego bloga

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 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 3

 This week I focused on creating a tiger walk cycle just from a video reference - without looking at the practice file or poses.  The first thing I needed to look at was what I can do with the rig so it stops breaking all the time, because as I have explained in the pervious post, I have had many issues with the tiger rig and animating with a rig that works like this, is almost impossible. I did a lot of troubleshooting and ended up changing the evaluation mode in Maya from Parallel to DG. This switch definitely helped with using the rig, as it stopped breaking, like it did before.  Then I looked at a video reference of a tiger walking:  To get a better idea of how which frame is which pose, I moved the video to SyncSketch and changed the framerate to 24fmp. Then I chose a snippet to base my animation off of and looped only that part in SyncSketch.  Then mostly working in side and perspective views I started animating the walk in Maya. I prefer to animate with reference over what I did