Tuesday, 22 January 2013

week 1 cont'd

Animation pipeline

The animation pipeline is the entire process of creating an animated character from start to finish separated into stages here are the following stages in a nutshell

upon coming up up with the idea of the characters we start off with some thumbnails which would be vague ideas on what we would be doing e.g. how the characters initial pose would be, how they would stand idle and just general blocking out of the animation process

Next up once we have an idea of what the characters will do we begin story-boarding which does kind of fall upon the thumbnails section but the difference being is that here we have a structured and definitive idea about the whole animation process and how it will play out 

Ideally the next step would be voice overs but that would not apply to us as our animations would not go that in depth.
Instead we skip ahead to the actual modelling of our characters again intially blocking out our characters so that we get a good idea about what our characters will look like 

(Note: we have been given the option to just simply look for our models that we can use and we have been given a few rigs that have been approved and tested)

next up we begin skinning the rig to our mesh (whether that be a found mesh or one we have created) and test out some basic movements to check that our character rig moves fluidly with our character mesh.

next up we consult back to our storyboard and begin creating our motions linked to what we have made within our storyboard and maybe even improvise with something new we haven't already used yet.

finally ideally we would be texturing our character but for the purpose of time i do not believe we have to have textured models.

below is a diagram which gives you an idea about the pipeline and how the stages work in with each other

  


Our idea

For our animation brief me and Theo have decided to consult back to our college days where we had a similar project; our idea is to create a show reel transition based upon our psychical representation of the seven deadly sins, obviosly for the sake of time we may not be able to manifest seven different 3D models based on the seven sins but we're hoping that the idea will have enough imagination and with any luck be able to create a fluid enough transition to show our depictions of certain sins

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