Tuesday, 30 November 2010

The Walk: One Last Attempt

As a break from working on the lift, I once again returned to my Janitor walk cycle to make a last attempt at improving it. I managed to fix the feet sliding, altered the timing of some sections and tweaked a few other areas in an effort to make it better.

However, despite my efforts, there's only so much you can do when building on a 'not-so great' foundation. The intial base was blocked out without really considering the timing in too much detail at the early stage and without sufficient reference footage. I also had too many ideas and strong poses which I tried to cram into the one animation. All of this resulted in a lot more work needed to be done at a later stage.

If I was to re-attempt it I think the techniques I have recently developed and learned would enable me to establish a far better block with the timing established from the outset giving me a much better base in order to build. I'd also take the opportunity to use the green room and act out the sequence I wanted to portray in order to have good quality footage to refer to as needed.

As I hadn't yet started applying the method and techniques I now use when I began the walk then there wasn't really much I could do to really fix it at this stage without re-starting the whole thing from scratch which due to limited time wasn't in my best interest. Though, I would like to go back to animating a character walk at a later stage as a fun practice exercise!

If anything I can at least say I have learned since beginning this animation even though I am disappointed I can't seem to fix it any further :(

Saturday, 27 November 2010

The Lift In Progress

After chosing to proceed with the lift I began to develop my initial block further by creating a simple elephant rig so the animation would instantly make more visual sense as currently all it showed was a pink blob following the character while he pulls on nothing (see lift block video in the previous post).

I decided to keep the elepant rig simple in appearance to match the style of the character rig, while giving it some detail and a few links for the trunk. I also set up controllers to make animating it easier. I then began working on the inbetween poses for the animation as well as working the new elephant rig into the start of the sequence adjusting the trunk links and position to make it work as if the character is pulling on the trunk to drag the toy. I also added some additional animation to the trunk to show follow through movement from the toy being lifted. However, I did decide to leave doing that at this stage as I'd probably need to move the toy body around when I started working on the body shifting during the walk, which was my next task.

This is how it looks at present:


Next I'm going to:
  1. check my motion arcs on the various parts of the body
  2. do some more work on the walk
  3. animate the rest of the elephant 
  4. make any needed adjustments after completing the above stages.
And to end, another short film I enjoyed :)

Sunday, 21 November 2010

A Leap Forward

As we only had to submit either the climb or the lift, I initially began by starting both and seeing which would be the pest one to polish. Though even at this stage I was leaning more toward the elephant one, due to its appeal.

I began both these animations using a custom rig created by my classmate Andreas. I had wanted to create my own but due to time and the fact that I'd never attempted creating my own rig before I decided it probably wasn't the best idea. 

My first blocked out attempts for both animations resulted in a lot of sliding. I found out this was due to me using the main controller for the rig to move the character throughout the animation. As removing all animation from this controller would affect the whole sequence for both animations I decided to begin them both again. I also learnt some valuable tips from Andreas during class about using the reference footage to achieve better timing.

By the end of the day I had both animations re-blocked out at a base level. 

Even at this level they were both better than the previous versions I had done. There was no sliding for a start, woo! I opted to proceed with the lift animation, couldn't resist the pink elephant ^_^ though I would also like to finish off the other one if I have chance...

Compared to my previous animations I feel that something clicked at this point. I think its down to finally understanding how to block out an animation properly using effective pose to pose, better understanding of timing, more organised keyframing and I also think I'm begin to develop a work process to tackling an animation. I'm not sure but it just feels like I understand a lot of things better and like all the things I've been reading (such as articles by Keith Lango and bits from various books I have) make a lot more sense to me and I'm applying what I've read to my work process. Guess the improvement shows that I am learning and developing which is definately a good sign!

Friday, 19 November 2010

Tasks 6 & 7: Climb and Lift

These are the last two tasks of this module.

Task 6: The Climb

Animate a character climbing on top of something and then coming down the other side. Important to give the character a n identity and purpose to help develop a convincing performance.

Task 7: The Lift

Animate a character lifting an object of your choosing. The object can be any size and weight. As mentioned above, giving the character an identity was once again important to give a story context to the piece.

Before we began animating for these tasks we had a filming session where we got to use the green studio to film video footage using the various props. I also made some additional footage in labs for my lift animation as the 'object' I wanted to use for my reference was not available... this is not surprising when you see what the object is, haha!

These are the reference videos I decided to use for the two tasks (uploaded by my tutor):



Also, I watched a pretty good short on YouTube the other day, called 'Eleven'. It's about a space marine who gets outnumbered. It's got a good story and I think it's really well done. Definitely worth a watch :)

Tuesday, 16 November 2010

Work Revisions

Over this weekend I spent some time going over my previous tasks and adjusting/improving anything that needed touching up after comments made in the feedback sessions. 

I finally got round to re-doing the bouncy ball animation from Task 1, correcting the bounce distance of the ball and playing with the curve editor to make the bounce more realistic. I think my attempt was successful. 


I also worked on the Pendulum from Task 2 to correct the instances during the animation where the pendulum comes to a stop. It's definately a lot better than my first attempt.
I then moved back onto the ball with a tail animation for what's probably re-work 3 now. I found a great was to rig the ball to get a really great squash and stretch, using bones, setting up the envelopes and adding helper objects to adjust it. However, due to the fact I already had animation on the ball, it ended up just going totally distorted so the option was re-do the ENTIRE thing with the new rig or revert to Plan B and hopefully improve the present animation.

I opted for Plan B. As much as I think the new improved rig would result in better animation I didn't think the time would be best spent re-doing the whole animation with it. So Plan B was to remove the current FFD modifier which had the 2x2x2 control point option and add an FFD modifier with more control points for more control over animating the squash and stretch. I then went over the entire animation again re-keying the squash and stretch of the ball. I found this to be a definite improvement on the previous option. 

Previously I'd also found that when I squashed the ball the tail didn't move with it. So the ball would flatter but the tail stayed where the centre of the ball would have been before compression. To combat this I also animated the tails position to move with the ball throughout the sequence.

Below is the result:

Overall, by doing this I think the whole thing definitely looked a lot better!

Lastly I then once again revisited the walk for attempt 3. I'd already made a few adjustments to the first version I posted by adding more slouch to the walk and removing some of the sequence because there were too many strong poses and too many things happening. On attempt 3, I made further adjustments to the walk itself and also prolonged poses so the janitor paused in between movements for 'thinking time' and also altered the timing of various sections for better effect. The result was an improvement but I'm still not happy with it.... There may indeed be an attempt 4 if there's time before the hand- in after Tasks 6 and 7.

Here's Version 3 anyway:

And now onto the last 2 tasks!

Saturday, 13 November 2010

Task 5: Posing

For this task we were given 8 statements which we had to create a strong pose to symbolise.

The statements were:
  1. pleased at the result
  2. waiting for news
  3. i'm very angry with you
  4. now how am i going to do this?
  5. dancing to impress
  6. i'm free!
  7. err...excuse me
  8. what's in there?
We had to create sketches of poses for each of the statments and then select 6 of them to pose our rig of choice in. I decided to use the 'Max' rig for this Task, as I'd like to move away from biped and experiement with new rigs. Ultimately I'd prefer to make my own but hopefully I'll have time to experiement with that over christmas.

Below are my finals. I re-did two after comments from our feedback session to strengthen the pose.

pleased of the result
I'm very angry with you!
(Apparently all this one was missing was a pile of poo! haha
dance to impress (attempt 1)
dance to impress (final)
how am I going to do this?
I'm free! (attempt 1)
I'm free! (final)
waiting for news
(probably my best pose of the lot!)
Not sure if I should have added more in terms of backgrounds... Decided against it in the end as the focus os the task was on the readibility of the pose.

Saturday, 6 November 2010

Character Walk Feedback

Below is the video for the first attempt of Task 4, The Character Walk:


My character is a janitor named Jim who is depressed with his job. He is fed up of it! This one worked out at 17 seconds which is too long (meant to be 10), it's also still not quite right which was confirmed with the feedback I received yesterday. I need to cut out some of his actions when he stops, refine the walk and also work on the timing more. On the plus side my idea was liked and the poses were said to be good so at least I'm going in the right direction, was a bit apprehensive about it because I wasn't happy with the current sequence. I was also told I was trying to cram too many ideas for the character into the sequence... I seem to have a habit of doing that. I tend to get carried away with ideas..which I'm not going to complain about!

I've now started in on cutting out various sections of the sequence when he's stationary and fixing the timing. When that's all worked out hopefully the time will be done to at least 12 and then I'll refine the actual walk. If I have chance I may also try and fix the mop so the brush move... but that's not really a priority.

I've also uploaded my re-work of Task 3, Ball with a Tail:


This is the improved second attempt with better camera, reduced time and improved bounce. It's still lacking in weight a bit but I don't have time at the moment to do another re-work on it. If I get a chance I may re-do all the squash and stretch by adding a different FFD modifier to the ball and seeing if that makes a difference. I still also need to fix up my pendulum and bouncy ball animations. I think I need to reserve a day for re-works over the next week.