As I was about to begin video referencing and blocking out the pull animation, I instead opted to make a second push animation that will feature two characters, just so I can create a comedic event occurring between two people. My intended plot for this animation is for one character (the brawny one) to first approach the object, attempt a push initially fail then continue to struggle until the second character (the scrawny one) walks up, pushes the brawny character out of the way, and then proceed to easily push the object out of frame, to the brawny characters stunned dismay.
https://vimeo.com/88141183
For the "unyielding" resistance push, I used a small TV trolley and pushed it up against a wall, in order to show a full body motion push simply because it faking a hard push would not translate well because there is not physical reaction to the struggle of the push.
https://vimeo.com/88141184
In the second push I threw some partial acknowledgement and reaction just so there is something to work from when animating the secondary character. I did retrospectively notice that there is a stark difference in camera angles from the first reference to the second, however it is simply a visual guide not a complete shot for shot copy, just to allow wiggle room when key framing.
https://vimeo.com/88141185
https://vimeo.com/88149305
Here is the initial playblast, stepped and smooth of this sequence so far, I focused on one character at a time just so that a can manage each portion of the animation in an efficient manner. My next step is to introduce the second character who will complete a walk cycle (I have to decide whether to overly personify it) into the scene, push the first character out of the way then proceed to push. These steps do seem rather straight forward on paper, however I have encountered a few keyframing issues with my second reference, but I have been informed of a method of animating where I key the frames at the beginning, then dragging them into time. I am a tad uncertain about this method of animation but it is one I have to work with as I have no other method of resolving my problem.
Friday, 28 February 2014
Tuesday, 18 February 2014
Week 4 Push 1 Animation
When referencing the video for the push animation, I changed the object size - opting for a lower set resistance push, just so the body language is at an extreme from the outset. Which when animated fully translates and highlights the sheer weight of the pushable object.
Right after referencing, I jumped straight into maya, blocking out the character's movements. There were slight problems I encountered, particularly with the dragging of the feet when progressing forward.
As you can see the evident discrepancy with the right foots ankle drag, but I now know to remedy that, simply because I tried animating by mixing foot and ankle animation control, where just using the foot control is all that is needed, especially because the anchored footing will further enhance the realism of the push (to avoid foot sliding etc)
Thursday, 13 February 2014
The Heavy Lift Animation
I began by re-recording the heavy lift reference video.
https://vimeo.com/88140731
Here I ignored the storyboard as advised, and just went for a one time pick-up of the heavy object, this time actually using a heavy object, in order to have a strong full body motion lift to reference from.
https://vimeo.com/88140732
For the record this is still at a stage where I aim to adjust the ending simply because I'm still keyframing the resolution of the animation Blocking in Maya progressed at a comfortable pace, simply due to only having one focus, it streamlined my workflow. I did find that certain human "slight movements" were hard to animate and keep in a smooth motion, however is something that can easily fixed when stringing together inbetweens.
https://vimeo.com/88140733
The smoothed version does show more fluidity, however it is still to stiff and almost robot like. Sanding down the rough edges within maya with be a simple enough task, and I do aim to finish the pre-rendered animation soon.
https://vimeo.com/88140731
Here I ignored the storyboard as advised, and just went for a one time pick-up of the heavy object, this time actually using a heavy object, in order to have a strong full body motion lift to reference from.
https://vimeo.com/88140732
For the record this is still at a stage where I aim to adjust the ending simply because I'm still keyframing the resolution of the animation Blocking in Maya progressed at a comfortable pace, simply due to only having one focus, it streamlined my workflow. I did find that certain human "slight movements" were hard to animate and keep in a smooth motion, however is something that can easily fixed when stringing together inbetweens.
https://vimeo.com/88140733
The smoothed version does show more fluidity, however it is still to stiff and almost robot like. Sanding down the rough edges within maya with be a simple enough task, and I do aim to finish the pre-rendered animation soon.
Monday, 10 February 2014
Week 3
In this week I began recording video reference, though I have done this for many other animations it seemed to be a bit of a challenge, mainly because certain subtleties in human movement doesn't always translate to film. Upon recording my first reference video, I thought that acting out my storyboard shot for shot would be the best idea, as that is what I want my animation to look like.
It was only after feedback, that I realised over acting a sequence can reduce its usefulness as reference, because it is in the animating that you exaggerate the action, timing and secondary action. From there I began reshooting, focusing purely on the movement not the acting, in order to have good referencing material to animate from.
Sunday, 9 February 2014
Pull Storyboard
For my final body mechanic animation, I will make a pull animation. The storyboard I created for this didn't give me 100% confidence, there were certain elements that did have me wondering wether I could complete this to a good quality.
I at first entertained the idea of having multiple smaller objects on top of a bigger object to be pushed, which when the climax in the sequence occurs (see frame 5 and 6), there would be a mass amount of other animations happening within the smaller objects as the larger story continues, from this point I knew that video referencing these storyboards, would be paramount in order to progress to animating in maya as quickly as possible.
I at first entertained the idea of having multiple smaller objects on top of a bigger object to be pushed, which when the climax in the sequence occurs (see frame 5 and 6), there would be a mass amount of other animations happening within the smaller objects as the larger story continues, from this point I knew that video referencing these storyboards, would be paramount in order to progress to animating in maya as quickly as possible.
Friday, 7 February 2014
Push Storyboard
The second animation I wanted to feature is a push animation, a simple action in and of itself but can very easily look flawed if done incorrectly in an animation scene. When creating the storyboard I wanted to have the character explore many different levels when struggling to push the object.
The flow of the animation is as follows, the character approaches the object, after examining he then begins to set up his push, after his efforts see him hit the floor in exasperation, he then sets up to push the object from the floor out of frame.
Wednesday, 5 February 2014
Heavy Lift Storyboard
The first body mechanic animation I wanted to make was a heavy lift. I knew from the outset that there is a mass amount of generated body movement when lifting a heavy object, not too mention many an example of comedic turns when lifting heavy things.
This storyboard was a straight forward creation for me, I didn't have any afterthoughts, doubts or reconsiderations regarding what takes place as it has a relatively understandable and simple story premise. The character initially meets the object, 1st attempt to pick up, failure, re-adjust then second attempt, success then walk off. From the outset I feel that I can successfully translate this into a entertaining.
Monday, 3 February 2014
Week 2
After finishing my initial research and referencing, I began narrowing down what animations I wanted to complete and feature in my showreel regarding the body mechanic animations and the lipsync. I started by organising the body mechanic animation, opting for a push animation and a heavy lift.
Upon deciding this I immediately began storyboarding, looking to achieve animations with strong comedic storytelling qualities.
Upon deciding this I immediately began storyboarding, looking to achieve animations with strong comedic storytelling qualities.
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