CAGD 493 sem2
Final Post and Reflection
My Work Based on Goals
The two animations that I created were based on my original goals, and I think I met them fairly. I really wanted to practice animation and movement action more than visually pleasing effects. I like how they turned out, I put a lot of effort into making the animation look clean.
These animations are not perfect. I think I could have of course cleaned up the animations more and pushed more of the poses. Especially for the jumping animation, not everything in that animation could have been possibly referenced so I had to stray from any reference material at some point, mainly the part where she uses her magical arms to recover from a fall. This also hurt the animation in the way that I did not really know what to do most of the time with the big arms, so I mainly used them for inertia looking purposes.
For the parkour animation, I should have looked at more reference of people running to deal with problems from the beginning run and tweaked the timing more for the running part.
For the jumping animation, I think it could have used more polishing and more control over where the hair might end up. The hair was always difficult to get right. I also would have added more anticipation to the falling over part of the animation, like spacing out waving her arms a bit more to emphasize the fact that she lost her balance.
Post 14: Jump Spline5
This week, I focused on making the jumping animation look its best. Firstly, I cleaned up any keys that had any parts of the body such as hands or feet in awkward positions. In the beginning, I didn't worry about this because I was just concerned with their translation, not so much their correct orientation.
Next, I decided to push her hair towards her body, not away from it on the area where she falls backwards. I think that makes a lot more sense.
I also decided on a trip over a slip for the means of how she looses balance, because I understand the concept of a trip more than a slip. With a trip for this animation, the foot can be planted in a natural way where someone might place their secondary foot when landing. With a slip on top of the rock, I could not think of a way that someone would place their foot on top of the object that they are jumping over. It would work maybe if there were too rocks, but I want to make it as simple as possible. In other words, the foot cannot be placed on top of the object without an awkward upward and backward placement. It makes a little more sense if the secondary landing foot is placed at the exact edge of the object.
Another change I made was timing, having more keys between her second landing pose and that of turning around. On the hold key that I placed after it, I made some tiny adjustments in the COG, the hands, and the hair so that it is a secondary movement after hitting the ground. This makes it look more natural, and has a little breathing room from this to the end of the animation.
I still need to work on some cleaning up and adding some more little movements where I can, in the hat and the fingers of the big hands.
Post 13: Jump Spline4
This week I worked on critiques to improve my jumping animation.
Next, someone noticed that she looks off-balanced at the end of the animation. I kind of fixed this with changing the placement of the hair to be more on the right side of her body, but I realized that I completely off balanced it again with the changes that I made with the emoting arm, which I will explain later. Darn! To try to fix that, I sort of work with the other arm more to make it hopefully look more balanced.
Another person commented on the inertia issues of the tripping/slipping, and I am working on that still.
Someone also noticed that there is a "popping" in the knees at the end of the animation that I didn't notice before, and I fixed that by adjusting the world editor (from grounding issues before) and the COG.
One of my friends that I shared this animation with also commented on the falling backwards and springing up portion of the animation, saying that it does not have enough anticipation. I know the character goes downwards, but on second playthrough I know that the issue is that I had placed an extra holding key at the lowest part of the bending downwards, which can make it look like it unnaturally stalls for a second before springing up. I will fix this next week, because I noticed it too late, but what I need to do is delete the holding key on the COG to make it look like she is still going downwards right before she springs back up.
Post 12: Jump Spline3
Post 11: Polishing Final and Spline2
This week for the Parkour animation I fixed the issue with alternating arm movements to leg movements from the teacher's critique. Now the running animation looks more correct I think.
Post 10: Polishing 4 and blocking jump
This week I polished more of the parkour animation. I was working more with the timing and made the run and scale up the wall a lot faster. It may need to be slower. I also added some more subtle movements at the end of the animation, and tried my best to get rid of the jumpy looking tweaks at the end, but there are still some.
Post 9: Polishing 3 and Reference
This week I didn't do a lot for the parkour animation because I was trying to come up with a second action project that I could animate. For the parkour animation, I added some more movement at the end of the animation to add some rest to her last head turn.
I filmed a reference for a rig specific kind of jump and balance animation with this rig:
Rig specific meaning that the balance part will use the two additional arms that comes with the rig.
Post 8: Polishing 2
This week I worked on editing based on critiques. I worked on as much as I could, but my mouse died so I have to wait for new batteries. I also added an ambient light and some directional lights to give a better look to the animation.
Post 7: Polishing
Last week was spring break, so I focused on beginning the frame by frame polishing and doing some finger adjusting. Frame by frame polishing is mostly making sure the model does not collide with the surroundings, especially when they pull themselves up something. I had trouble with colliding feet on the rooftop, so I had to tweak the COG a lot at that point.
As well as finger fixing, I also worked on some visible overlap for the hair to add smoother transitions.
I was looking for places to add overlap in the animation because I know that it looks really nice, but can be a bit confusing to achieve in 3D animation because I never know if it really made that much of a difference in a complicated sequence.
Hair is a really visible body part for creating an overlap effect, hands on the other hand (pun unintended), maybe not so visible when the animation is being played.
Post 6: Spline 3
This week I worked on polishing the spline and working on the timing for the whole animation. There are still parts that I think need a different timing, but I think it is almost done. I am planning to finish polishing before break.
Someone suggested that I tried flipping the legs over to one side during the pullup, but when I tried doing that, it did not look correct and I got confused. Maybe I'll try again, or finally give in and look at a reference of someone pulling themselves up from a front and side view.
Post 5: Spline 2
This week I worked on polishing the spline and finishing the last parts of the general animation, where the character pulls themself up onto the roof. It playblasted pretty slow because of timing issues with the running part and also because I focused mostly on creating the last hoisting up part. It gets difficult at some point to keep track of all of the many keys.
I changed the hand controls from FK to IK, so I had to re-animate a lot of the parts with hand movement. The camera will also have to be changed because of my different timing, so my playblast is in perspective.
There was also a glitch in my maya file that happened whenever I wanted to move keys to change the timing by moving a bunch of keys in the graph editor, it would jump the character unexpectedly throughout the timeline without any keys. This could strangely be fixed when selecting the control that appeared to be jumping and in the graph editor kind of "remind" the key as to where it was supposed to be by slightly moving any of the translation channel's keys and hitting undo and the character would snap back into the correct spline. Maya is weird. Edit: sometimes the issues would be fixed if you bring the timeslider down to be more condensed? I'm still working on that. I also figured out that changed the cached playback to Max Real-Time will play what you see in the playblast.
There still needs to be a lot more polishing and timing fixes done on this project and the animation turned out to be longer than expected if I want it to be perfect polishing the animation key by key. My goal for fixing the timing will go though next week and final polishing will be at least in the process by the following week. I think the general animation is looking good minus the timing issues and jumpy keys.
Post 4: Spline
This week I splined my animation and created an action movement for the camera. I think this camera animation may be too fast and too complicated. The camera may look better if I have its keys set to linear instead of spline. I also think that the scene should end with the character pulling themselves completely onto the roof because the camera goes to a whole new position only for the animation to end. From critiques from class, I was sure to make the jump portion have less frames so that it appears smoother. I also forgot to do this, but I need to make sure that the character's COG is not too close to the ground during the running portion. I will look at it when I am polishing the animation. Another critique mentioned "jittery" action against the wall and what I had done besides deleting that one frame during the jump was move the COG more outward and upward on the frame after this tiny collision with the wall to help sell the action to look more like a boost kick type thing; I hope it looks better now. Next I will begin to polish the animation by looking closely at all of the keys and adding any necessary changes to the overall animations. When I am satisfied with polishing this animation, for my next side project I really wanted to learn how to animate 2D animation using puppetry in Adobe Animate. I don't know yet what I want to animate, but to learn the program, it might just be a walk animation.
Post 3: Blocking
This is what I have done for this week. I would have finished the blocking of my first animation, but I visited family for the weekend. I was figuring out the best timing for beginning running sequence since I have never moved a rig in the world before. I began the animating by making the character run in place first and then moving the world editor. The scene should be completely blocked out by Monday. The only part left for the scene to be blocked out is the contact with the roof and pulling the body up.
Post 2: Setting up scene
This week I have decided to use the Azri rig, created my first maya project and decided on what kind of action I want this animation to be. The action that I chose is running and then pulling themselves up to a rooftop. I have the timestamp of the reference of the same video as last week's post below, the action is a couple seconds long.
Reference Video (0:04-0:09)
Azri from www.gameanim.com/product/azri-rig/
Post 1: Planning
- Weeks 1 and 2:
- Intro to project
- find and study video references
- Research Rigs
- Weeks 3 and 4
- Decide on a rig and pick a couple scenes from the reference
- Create project and put rig into scene
- begin blocking
- Weeks 5 and 6
- blocking
- camera placements
- Weeks 7 and 8
- start another scene from the references
- spline first animation
- Weeks 9 and 10
- blocking second animation,
- polishing
- Weeks 13 and 14
- spline second animation
- polishing
- Weeks 15 and 16
- finalizing polishing and playblasting
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