Hi Guys,
Last class we I went over scaling keys and splining your animations. Here is a more specific list of things I covered.
-Retiming your keys so that poses either hold for longer or pop.
-Monitor your arcs. When your character's torso is moving through space, think back to the ball bounce. Same could go for each foot.
-Reviewed Euler filter. Sometime when you go from stepped to splined you might get some funky rotations. Especially in FK arms. Check the graph editor. If you see the values criss crossing each other, try using the euler filter.
I want to emphasize, you can use more than one animation reference. If you are stuck on a certain part of the body, use animation or video reference to see how other artists solved their animation problems.
Here are the animation videos we viewed in class:
Fumiko's confession
Kairos Trailer
Simulating Kairos with Blender's Grease Pencil
Hercules live action reference
I forgot to post the Ice Age Progression reel last week. Hopefully it will help you think about animation workflow as your finish your animations.
Evolution Reel from jeff gabor on Vimeo.
Homework.
Finish and finalize your jump animations! Spline your keys. Check your arcs. Retime your keys so that your character feels like they have energy and momentum. Check how your arms swing. Do they help propel the body?
Please bring in 3 playblasts of your animation. Front, Side, and Perspective or RenderCam.
No comments:
Post a Comment