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
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
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
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.
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
Subscribe to:
Posts (Atom)