Friday, 15 April 2011

Bouncing Bundles of Joy

The final versions of all three ball bounces! : D








Uploading the final animations...

...may take a while. Each of these compressed puppies are still over 100mb, so Blogger's having a bit of a fit trying to upload them. Thank you for your patience. : )

Thursday, 14 April 2011

Sketchbook

Proof it exists.

Evolution of the Shuttlecock

A flight of fancy.

Evolution of the Bowling Ball

It all had to start somewhere.

The Evolution of the Tennis Ball

Massive post is massive.

Learning to Walk

Y'know what's funny? In captures, my Moom's knees pop viciously. However, in the render, it looks smoother. The popping is hardly noticeable.


If it didn't take so bloody long to render, I'd watch the render files more than the captures. Captures are certainly more accurate for observing your own work than playing the movement within SoftImage, but renders seem even more true to the timing of the movement!

Ah well. In other news, I declare this done. : )

Breaking Down the Break Down

In a fit of my own resounding awesomeness, I give you the final sequence of Shot 10:


I really like the look of this. While the individual cutting out of everything single frame was a bit of a pain in the butt, it ended up being worth it. Also, the ink texture looks really lovely. I'm glad we decided to move forward with that.

If there was something I would like to fix, it's the "naturalness" of the character's movement. Andy had pointed out that the character was "twinning" and a simple fix would be to have the arms lift off the table at different times. Unfortunately, there isn't anymore time to animate fresh frames, but I will definitely keep that in mind for my next project.

I'm so proud of my group. All we need to do now is fix a few consistency issues in the style of the piece, import the final versions of two shots, and add sounds, then we're done! I'm glad we scheduled the animation to be done before the Easter holidays so we could relax and have more time to focus on the upcoming theory essay. : )

Now to see if I can animate the logo...

Saturday, 9 April 2011

WHOLE SEQUENCE LINE-TESTED


Now, to sleep? Or not to sleep? That is the question...

"SLAM" Test


Well, it certainly doesn't have as much power as I would've hoped. :S

Once I see it in the full sequence, I'll add/delete frames. For now, BACK TO LINE TESTING WHOOSH.

Reference Footage for Acting Piece

Manjit's "star jump."


I left in a bit of fidgeting because the shifting of weight and "waiting" positions are quite good captures of personality. I thought they might be neat to animate.

OP Note: THIS TOOK SO LONG TO POST. I put the little key frame thingy in two days ago at this point, but the video kept giving me an error message so salkjdnsakjndkajd fml TT ~ TT

Friday, 8 April 2011

Latest Moom Walk Cycle


With lots and lots of help from Jon. I have no idea how to make the knees stop popping or what to do about the rubber feet. Any feedback would be greatly appreciated.

Thursday, 7 April 2011

New Stand-Up

Followed Steve's advice and added the bend forward to the stand-up sequence.


Oh wow, this looks so much better. I have a smoothing frame to add at the very beginning, but besides that, it looks a lot more natural. Sweet.

Spine Reference

Just thought I'd share this nice little reference I'm using that my friend Steve drew for me. It's been super useful.

Tuesday, 5 April 2011

Further Line Tests

Did these line tests of the rough animation I completed over the weekend.

Just character animation:


Just paper animation:


And I animated them together, and here it is:


Notes I took on these sequences:
- Keep neck consistant
- Look at push motion (add in smoothing frames)
- anticipation shoulder lean
- frame 37 to contact, anticipate the bend then push
- smoothing frames to falling paper
- left leg suddenly becomes his right leg
- forearm appears and disappears, fix!

I also re-drew some of the arm movement on the stand-up sequence, to add more emphasis to the slam, and this is what happened:


His arm looks like his arm is having a seizure. Ron also pointed out that the actual standing motion is a bit too robotic. To go simply from point A to point B is not natural. So, he suggested I lean my character forward to create a more natural flow to the movement. On top of that, my friend Steve also suggested I added a bend backwards to help anticipate and exaggerate the slamming motion of the hand. So, adding both the bend forward and back, hopefully this will give me enough frames to do a more effective slam.

SLAM.