Wednesday, November 23, 2011

Blog post 8: Big Dog Animation

The task given for this blog post is to animate a very plain model with simple rigs into an animation shown in the video. There are many things to take note of before even starting to animate the model into its different poses. The video is shown here below.



This is the video I'm tasked to look at and animate a model into the machine seen in this.



Here it is again in slow motion - allowing me to take note of every detail in the video.


This is the model that was given for me to model the animation seen in the video.




As I have mentioned in the previous post, animation requires three important things to be completed. They are required to be checked throughout the entire process of animating to provide a positive and realistic outcome.

Firstly, the key frames. By slowing down the video, I am able to notice every single detail found in the video. An example would be the body motion of the machine. As the machine moves towards the left, there is a wave of up and down motion, a very smooth curvy motion seen as it progress. And there will be jerks along the way when the legs touch the ground, creating a impact on the ground and the machine, giving the animation weight. Furthermore, noticing that only two legs move at a time when it is being kicked, I kept that in mind when animating so that the result would be a realistic one. By doing so, I have learned that lots of things are happening even within just one second. I started to notice small little details like the position of the body and how the legs move as it gets kicked.

Secondly, the timing. Looking at the video, as the push given from the human is given from the start, I created anticipation by making the animation lean to the side first, then a fast action of being kicked motion is being added in. The timing of the frames are very close from the start and slowly widens between each other. This shows that the model is being kicked at the start, quickly having fast movements so that it will regain its balance, then slowing down too at the back to show that it has fully regained control of its balance. At the very last part, I added something that made the animation looks as if it jumped a little, to make it look more realistic. This was noticed in the video too. This allowed me to recall the 12 Principles of Animation again, giving me the knowledge to the ways of making the animation better, and a more realistic one.

Lastly, the graphs. By editing the graphs using graph editors, the animation have more smooth flow, and for the jerks, they are show more easily by sharp and steep curves for that particular frame. I've learned that by using graphs would actually help a lot in perfecting the animation as you can see every detail of what the computer has made for the animation in between key frames, allowing you to edit them into the way that you want it to be displayed. I will keep in mind about this and use the graph editors when animating a model.

By doing all of the above, the result of my animation is shown here:




My animation

1 comment:

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