Thursday 12 May 2011

Fantastic Fredrick Walking (and creepy face)

This is my characters walk cycle and some of the expressions he can do. This is the first bit of my animation. I'll post up the evaluation I wrote for this project.


The process of creating this animation went very smoothly. The animation includes expression and a walk cycle. The idea is to show the characters personality and who he is through this. I think I achieved showing that my character is a wizard that likes beer. This is showed as the character walks hastily and smiles and it turns out it’s a massive beer he has been walking so purposefully towards.
Taking my research into account, I should have spent more time on texturing the model. Maybe looking into other techniques to do this. This is something I could work on in my next project. The characters in the animations I researched where often an extension of their surroundings. I think that with a stage for your character you can get a lot more personality across to the viewer.
As I worked through there were some obvious changes in my character design. This was due to personal and peer taste being talked over during the entire modelling process. This actually works like an extended group crit. I think a more in depth group crit would be very helpful to do at the beginning of the modelling process as this will give a direction rather than little additions being implemented and changed as I went.
The presentation was a bit like this as it brought up some issues with how my character was going to work and also some issues with the proportions. All of this was taken into consideration and the proportions where fixed.
If I was to do this again I would look at the types of shaders I could have done some test renders with. This would have added some stylisation to the  animation. The reason I would do this is because the research showed animations using different shaders to make their models look 2D or like a cartoon. This is what was done in the code hunters short.
Overall I am pleased with the outcome. I have achieved all my goals learning modelling and rigging techniques as well as morph tags and some new rendering and editing skills. An issue I have with my animation would be the camera shot. I tried to make it look like someone was walking next to my character filming by moving the camera around but this didn’t works as hoped. Also when the camera turns to his face view the key frames are very close and it looks like a jump shot rather than a swooping motion I wanted.

Wednesday 11 May 2011

Fiddler on the animation





I have edited the colours since designing the character and changed the hat almost completely to get rid of the mask that would cover my models lovely (Slightly creepy) face. 

Tuesday 10 May 2011

The Time Line (and the application of number to explain things)

This is how key frame spacing is important and effects an animation. It the frames are close together then the motion will be fast and if the key frames are apart the motion will be slow. The idea is to find the right speed. This can be done as a calculation although it is instinctive after a while. 


If a animation is set at 30 frames per second then 30 frames will be showed every second. This means a key frame set at frame 0 to a key frame at frame 30 will take exactly 1 second.

Here are some formulae I use in my head to quickly determine the optimal frames per second and the spacing required.

To determine animation length. AL = Frames/Fps
To determine frame rate this can be used backwards. Fps= AL x Frames

To work out how long a motion will take. You first work out the timing in seconds. This can be done mentally or you can act out the motion and count for an estimate. Then use this estimated motion time to times it by the frames per second. So a motion of waving takes 3 seconds. If the animation is set to run at 24 frames per second then you will need that motion to be set between 72 frames. 
Frames needed for motion = Time taken for motion x Frames per second.
Example in formula: 3s x 24fps = 72 frames

These are all being used all the time when animating. The computer actually helps a lot with this using time lines and real time previews for trial and error.

Monday 9 May 2011

E4 Morning

Boats


On this post I am going to look at the Strength, weaknesses, opportunity and threats to my work in relation to this animation. This will be a SWOT analysis and I will then produce SMART targets based from this.

Strengths
With this animation I think it's my pure skill and wit that carries the idea and this is recognized by the viewer. I think the actual work on the composite works well.
Weakness
The ammont of detail is low. The image quality was lost twice due to importing the same file into other programs and not setting the resolution correctly.
Opportunity
This gave me the opportunity to enter E4's Esting competition. As well as a chance to use compositing in cinema 4D as well as experiment with camera tracking software.
Threats
The threats I have noticed is mainly my weakness in quality control may be the reason I would not win a competition like the E sting one.

SMARTs
(Little achievable targets for everyone to enjoy)
...should really call them latfetes then. but some SMARTy pants came up with something else.

My aims are to:

1. Work on setting up my renders and exports properly.
2. Get the software at home and practice.
3. Make another E4 sting that looks better.

Battle Ships Test

This is a test for my battle ships. This is just the movement and smoke effect test. The real one has the same model but the smoke is not 3D and the water is actual footage.

Some of the 2.5D Animation


This 'animation' is a black comedy about the impact of of artificial fertilizers being used on farms. The farmers are used to these creatures as this is what has become of the super bugs that have evolved to resist the chemicals resulting in great size. THIS IS A REALITY!