Wednesday, 14 August 2013

Animation Training - Part 4

Hello all, hope you are enjoying the summer and making the most of it, when the sun is out, something that seems to be quite rare almost in my country at the moment. What can I say, British weather, you either love it or hate it. Anyway, I had done a few animations with the Ballie rig character from last week assignments, and now I have polished and refined what I had blocked out a few days ago.

The sneak walk is something that still bugs me, as I can't seem to get it right, even going into the graph editor over and over again to see where the fault is, it proved difficult to fix some of the small faults, that was present in the animation.


After trying to fix the problem, I knew that I would be doing more damage than good, just like the walk cycle assignment which I did a few weeks ago. The best plan of action for now was to leave it as it is, and try to do this personality walk once again, but with a different rig. Hopefully, I would see where I went wrong.

This video below was based on weight shifting for the character. I found this one to be much more technical and I feel that I enjoyed more animating this, as it felt that the principles that I had learnt and the tutorials which I noted down, really helped me  to push the poses out of the character, therefore you could feel the weight of balance for this character.




Technically I was told do another assignment, which I had not yet done, as I wanted to focus on the animation above more, rather than having lots of animation done, that didn't have enough time spent, to make it look good. It was meant to be a character walking and then change to another direction. I still feel that I need to do this, but I will do this another time. Right now, I think I have to try and work out this new task, that was given to me this week.


Right now this pose is not correct

This time, I have to animate the Morpheus rig, made by Josh Burton. It will be a simple walk cycle, lol, simple....it's always the simple animation that always proved the most trickiest in my opinion. But yeah, I'm going to be animating this character and so far, I have research and reviewed a few live references which I've recorded. I've done this and begun blocking out the poses, which seems to be quite difficult at the moment.

So I will continue blocking out this character, but only from the contact position to the other. Once i get the feel, balance, weight, and look of the character from these poses to their most appealing and strongest point, I will then block out the other poses, as it'll be symmetrical from what I will pose out. I'll see you guys next time.

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