Sunday, 3 March 2013

idle extended playblast

following the previous post here I have a quick play blast of the extended idle now of course there are some bits and pieces that need to be done but this is still the initial phase of the pose (blockout) so there is still a good amount of work to be done to it but i think this really puts across the idea of how the character portrays himself.

extended idle

Here I have some images depicting the extended idle for my character, the extended idle is basically depicting the character tying his cuff links and straightening his jacket then resuming his pose seen in the idle part of the character.

the idea of this pose is really to put across that he's an upstanding upper class person who is snobbish and looks down his nose through everyone which i think really captures the essence of what pride can represent in society

Monday, 25 February 2013

playblast of idle pose

here is a quick playblast for my idle pose it is very quick so some repetition may be required of the user in order to notice the animation...

unfortunately I did suffer some data corruption from a few of my files a constant factor was that an expression had failed to execute in the expression editor this was resolved simply by deleting the expression as it seemed to have no visual use what so ever.

Wednesday, 6 February 2013

idle pose

the first set up of the first pose has been completed this will be the pose that starts and i have ended up making some changes to the animation list because sam pointed out that the animations we intended to do wouldnt look right on a cycle so here is the revised list first

idle - looks left and right

idle extended - straightens jack and cufflinks

dodge - quick step

walk cycle - hands behind back

and here is the pose




this pose will most likely be used as a basis for the other animation cycles because the pose has the best portrayal of the character

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


Tuesday, 29 January 2013

moodboard and thumbnail

here are two images of the character I will be animating "pride". one is a moodboard to give a general idea of the appearence of the character the other is a quick photoshop thumbnail I drew up.



Wednesday, 23 January 2013

animation brief


Brief
7 Deadly Sins animation – animating two human physical representations of the sins.
For our animation idea, myself and Nathan will be animating one of the seven sins each from our own selection. I will be basing mine on the sin named Pride and Theo will on the sin named Sloth.
The animation will show emphasis on the sins origin, for example if we were doing Greed, the character would be a fat human and the actions would be something like rubbing its belly or eating something. From this example, it applies to Sloth (tired, lazy) and Pride (well-kept, smart). They are complete opposites so it should make for a good diversity of personalities.

Animation cycles for “Pride”

Idle – straighten jacket

Idle to crouch – subtle bend

Idle extended – tie cufflinks

Move walk – straight posture/ chin up/ hands behind back

Move run – arm across/slightly leaning forward

Dodge – quick step

Hit – fast accurate punch

Stand to Crouch – subtle bend

Crouch to stand – straight up hands behind back

Move to Run – gradual but quick transition into run