CAGD 493
Final Blog Post
Reflection
What Worked and What Didn't
What I Would Do Differently
Weekly Blog Post 14
Eevee Walk Cycle: Run/Gallop and Trot Cleanup
Weekly Blog Post 13
Eevee Walk Cycle: Run/Gallop and Trot Cleanup
This past week consisted of polishing more of the gallop and creating the trot cycle. The gallop needs a little more polishing, because I realized that I had not moved one of the ears, and I will animate more of the mane also.
The trot was created using references from the video about four legged walking cycles and from videos of dogs walking. My intention was to make the walk cycle more playful, so I will try to reference videos of puppies and achieve a more bouncy attitude to the cycle my adjusting the COG. It also needs more polishing because I think the animation may be timed too fast, and I want to work more on the secondary ear and hair animations. After I will work on a slower walk cycle, and then work on a cute jump.
Weekly Blog Post 12
Eevee Walk Cycle: Run/Gallop
Weekly Blog Post 11
Some Spline
This week I worked on the splining and adding holds to the animation. So far, I am struggling against the slidingness of the holds and making the animation more readable and less complex. I haven't made a ton of progress because this week and last week were very busy working on other projects. My motivation is lessening on this project, I may need to add some goals to improve the animation so that I can want to work on it more often.
Weekly Blog Post 10
Blocking Refining
This week I worked on making the animation more simplistic and containing less complex movements from critiques last week. I began this by changing the arm and leg movements first. I will work on these movements and reshoot a reference to assist in making the movements in the animation feel more natural.
Weekly Blog Post 9
Blocking Refining
Weekly Blog Post 8
Blocking Plus Plus
This week consisted on working more on blocking. The first thing I changed was the angle of the camera, according to class critiques. Next, I worked on making the blocking portion of the animation look more professional. I realized after splining my animation that I needed to add some more work on it, including both blocking for the lip syncing as well as add more much needed exciting movements to places that needed it. I do not think that my blocking is completely finalized because I see strange over exaggerated paths of action every time I rewatch the animation over again, and the lip syncing is only in its basic stages. There needs to be some editing, but what I have now is a big improvement from last week's I think. What I need to do next is to polish the movement so that the animation looks less strange and work more on timing the open and closed mouth movements to the audio.
Weekly Blog Post 7
More Blocking
I feel more confident in my ability to finish this animation. I started very ambitious with over 10 sec of audio, but now I have decided to cut that time down to about 5 seconds, a much kinder goal, and it does not interfere with much of the audio. I think with this shorter time I can make more progress and not feel intimidated by the complex workload combined with the rest of my classes. This new rig is also amazing technically, meaning really easy to move and no glitch issues so far.
This week I am still working on perfecting the blocking parts of the animation and getting more comfortable with the rig. I made a few more keys at places where the rig holds a pose too long and exaggerated more of the existing poses by moving the head, shoulders, and waist. There still needs more of this with some existing poses as I watch the render again. Again this was a busy week, but I think I will get to spline it by the end of next week and work on cleanup. I am looking for some sort of feedback on my blocking though perhaps. Feedback can also be given during the middle of the splining process though.
I think the most difficult part will be moving an object that I made, the red solo cup, according to the FK hands of the splined animation. It may be difficult to animate in FK instead of creating a rig attached to the cup, but I will see how difficult it may be and if there is too much clipping I might consider just using IK. Given how short the animation is now, I think I can clean up the movement of the cup pretty easily. This rig is really cool and sophisticated and I am growing more and more attached to its technical components, not really its aesthetic components sadly, but hopefully I get time to play with the squash and stretch mechanisms included with the model's rig handles.
Weekly Blog Post 6
Reference Video and Beginning blocking
First (Finished?) Blocking
This week, I accomplished blocking the movement of the character. I also changed the character rig because I was having a lot of difficulty moving the Ray rig, and it is also a very ugly man to look at for hours while editing. This rig, while appearing to be a simple human rig, is highly complicated because of the strange addition of squash and stretch rig rings around the arms and the legs. These extra rings not only got in the way of the animation, but moved on their own without my prompting. I could not directly deal with this rig after editing and troubleshooting for a long while, and soon the rig completely broke itself. I changed what I can in the animation editor, but I still do not understand why the rig moved on its own. It was too frustrating after a while, and I lost motivation to work on the project at all if it were with this strangely made rig. Instead, I am now using the Thep rig, and I am seeing much more positive progress. I think the rig is a lot easier and more of a simple rig to use, and aside from a few strange movements, it moves as it is intended to move. However, because of the more cartoonish style of the new rig, I hope I can still get the mood of the audio across. I really, really like this rig though, and I hope to use it for other projects in the future. As for the blocking, I wanted more of the audio to be animated, but with my workload, I had to cut a lot of it, which is fine, but a little strange out of context. I think less of a duration to animate will allow me to polish the animation better.
Weekly Blog Post 5
Reference Video and Beginning blocking
Reference Videos:
First Take:
Second Take:
This is a still image from the beginning of the blocking process. I had just come over my cold but only managed to put my character into one pose so far. I think though, my reference is really solid, so I will not have that hard of time to position the character. I am working in IK for the arms and hands of the model, but this proving to be kind of difficult to position, but I thought it would be useful to animate using IK because of the somewhat odd position on the knees that I just could not achieve using non-IK methods. I think I need to be less precise with my positioning at this moment and look at the reference more. The animation blocking is still very much in progress, but I have finished at least a couple poses at this time, not including the lip sync. I think it is possible to insert my homework into this schedule, I actually do most of my best progress during class time because that is when I am most motivated. Perhaps next weekend I will make a lot more progress since the next weekend will not be busy for me.
Here is a short playblast of the blocking progress:
Weekly Blog Post 4
Setting up Scene and Rig Positioning
Rig: Ray Rig
I decided on this rig representing my chosen audio because the character rig falls into the more advanced rigs when it comes to the mechanics of the face and showing emotion. Since my animation will focus more on the movements of syncing to a voice, I believe that this rig will do the trick nicely. Most of the runner-up models were not human, and did not have or need advanced facial rigs. I thought it would have been funny if the character would be a goofy animal like a seagull or something, but a human rig will work fine.
Maya was being very slow with this rig, so what I completed this week so far was cutting the audio using Premiere, creating a Maya scene, importing the rig, adding some basic items for a background, and posing the character out of the unnatural default pose into a more comfortable starting pose.
I started thinking about how I were to go about making a video of myself for reference, and will probably accomplish that along with beginning of blocking next week. This week I also unfortunately caught a cold because of the change of weather so things have been going slower than I expected. Hopefully there will be some animation progression throughout the next week.
Chosen Audio:
I decided on this rig representing my chosen audio because the character rig falls into the more advanced rigs when it comes to the mechanics of the face and showing emotion. Since my animation will focus more on the movements of syncing to a voice, I believe that this rig will do the trick nicely. Most of the runner-up models were not human, and did not have or need advanced facial rigs. I thought it would have been funny if the character would be a goofy animal like a seagull or something, but a human rig will work fine.
Weekly Blog Post 2
Gathering References and Rigs
slim reaper
https://www.tiktok.com/t/ZTR5HpKQ5/
bad wedding speech
https://www.tiktok.com/t/ZTR59LLSo/
German coast guard
https://www.tiktok.com/t/ZTR59ePv8/
skunk shows life hack
https://www.tiktok.com/t/ZTR5H3cQ7/
skunk meeting
https://www.tiktok.com/t/ZTR5HsBJy/
Rigs:
- from https://animationmethods.com/rigs.html
Weekly Blog Post 1
- find an audio that I have a personal connection to and am motivated to animate to
- by at least Sept 9th
- find rig(s) that I think fit with the theme of the audio
- by Sept16th
- record a reference of myself with the audio I want to animate to
- by Sept 30
- create a blocking based off of the reference video
- by at least October 30
- polish
- for the next couple weeks
- Finish animation
- by winter break
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