Wednesday 30 January 2013

update on animation devlopment process

After searching for a while me and Theo have finally decided on what rigs we would be using, they do not have a facial expression feature but this would'nt really be key to our animation as long as our movement is strong and characterised.

Here are the links to the two rigs we will be using:

http://www.creativecrash.com/maya/downloads/character-rigs/c/ultimate-beefy






http://www.creativecrash.com/maya/downloads/character-rigs/c/ultimate-bony

They are in essence the same rig the only difference being is that they are opposite in body build (one is tall and skinny while the other is short and bulky) this really helps us with our animation seeing as our ideas for what the characters will look like are pretty much along the lines of what the rigs looks like, a happy accident if you will

Four cycles

from the list of animation cycles we posted for each character we have refined the list to the four animation cycles we will be doing:

Sloth Animation

Idle - Long deep breaths.


Idle Extended - Yawning, starting to fall asleep, scratching.


Walk - Slow strides, posture is dragging and slumped.


Bridge animation - Stand To Crouch.


Crouch - Slumps down into a crouching position.


*Possible* Extended Crouch - Falls asleep.

Pride Animation

Idle – Straighten jacket


Idle Extended – Tie cufflinks.


Dodge – Quick step.


Move Walk – Straight posture/ chin up/ hands behind back

now that we have refined our preparation and tested the rigs we can begin posing them and storyboarding our animation


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