Saturday, February 25, 2012

PROJECT!


In this project, we are required be in a group of 2 and animate out a 10 second dialogue. I grouped up with Venus using a short speech between Captain Jack Sparrow and Will Turner inPirates of the Carribean; Dead's Man Chest.

And the short speech goes like this...

Captain Jack Sparrow:"So what's your plan then?"
Will Turner:"I row over, search the ship until I find your bloody key."
Captain Jack Sparrow:"And if there are crewman?"
Will Turner:"I cut down anyone in my path."
Captain Jack Sparrow:"I like it. Simple, easy to remember."

Venus did the character of Capt. Jack while I did Will Turner. We started out giving a lot of ideas of how our animation could be like, a normal talking scene or a fighting scene. Then, we settled down with the fighting scene with the addition of sword made by Venus.


StoryBoard:



The process of doing the animation was pretty tedious! Including the timing, the position of the poses and the adjusting distance of both characters are a big problem. I didn't have much problem until we combine our work together. The timing were somehow different as well as the positions but we managed to solve it in the end.

And here's our final product! :)

Monday, January 30, 2012

Week 4!

Lesson 2

In this exercise, with the use of Script Editor, it made our work easier by editing the intensity, shadow and lighting of the workspace.





Lesson 3

In this exercise, the process of editing the gravity of the platform was somehow difficult. Because the gravity can't be seen, thus, I'm scared that I will do it wrongly. Overall, seeing how it works makes me feels very satisfied!

Thursday, January 26, 2012

Week 2 - Exercise 1

BLOCKING!

In this exercise, we were originally doing the scene from The Godfather. But we change a little in the scenario where the punching part became a 'slapping' scene.

And here's the key poses~

Key pose 1:
Darren preparing to lift up his hand


Key pose 2:
Darren slapped my face.

Key pose 3:
My hand was preparing to return him a slap.

Key pose 4:
My hand hit onto his face.

Key pose 5:
My hand was placed at the other side and Darren was about to fall.

And here's the original video to these key poses~

Friday, January 13, 2012

Week 1 - Exercise 2 & 3

Exercise 2 - CLUSTER!

here's the animation for both the smileyFace and raisedBrow :)

Smiley!


Raised Brow!



Exercise 3


1. Does a blendshape require the base mesh and the target mesh to have the same number of vertices? Explain your answer, with reference to how blendshapes actually work.

Yup. with the same verticles, this allow the base mesh to work properly and accurately with the target mesh. Without the same number of verticles, the work will come out wrongly and will be corrupted.


2. Can blendshapes only be used for facial animation?

In my opinion, i think that this can also be used at controlling the size of a rig, the muscles of the rig too!


3. If you want a character to look angry, you might decide to create a target mesh of the character's head and then modify it to have an angry expression. This is NOT how it should be done. Why not? And what would be a better approach? (Hint: you want to give the animator as much freedom as possible.)

The best is the the target mesh is on the eye brow, the eyes, the cheek, then mouth and the nose of the character. This could enable the animator to change to different types of expression other than the angry face.

Friday, January 6, 2012

Week 1 - Exercise 1

DARK SIDE!

It's a new year! In this exercise, we have to match an animation with an audio. This time, this is much more tougher than the previous project that we have done. We were that to animate out the key poses first before we continue the whole animation. This makes the job much more easier! But its tough when I'm trying to make the timing perfect. :(

And here's my final animation! :)))

Monday, December 19, 2011

Final Project: Part 2

For the second part of the project, we are required to make the Joe in either emotional walk or make them jump down from a box. But I made a steps up for Joe to walk up and jump down from it. This part of the project was kinda tough when it comes to using the Contact, Down, Pass position, Up and Contact pose up the stairs. Besides focusing on the legs, we have to focus on the body movement too. Whether it should be at the left or right. Next up, the most difficult part is on the jump movement, we have to make sure that there is a weight being shown out to make it more realistic. Moreover, we also need help from the Graph Editor. But overall, it's a fruitful exercise!

And this is the reference I used for the jumping part.



Here's the video of my Joe rig with 3 different view :)

Side View




Perspective View 1




Perspective View 2

Final Project: Part 1

Normal Walk Cycle~



The Part 1 of the project basically tests on how good we can visualise a walking human. It is quite easy to start off with the first part, which is the Contact pose. Next on, is the down position, pass position, up position and lastly, back to the contact position. I didnt encounter much problems with the legs, but for the hip wise, i have been looking on YouTube for videos of people walking, observing how their hip was turn and which direction they must turn to each time. I think that the video below is quite a good example of showing how the hip must be turned.




Next on is the shoulder, the shoulder must be of different direction of the hip, while for hands, is the in different direction of the legs. And here is the video of my Joe walk cycle is different views. :)

Front View




Side View




Perspective View

Friday, November 18, 2011

Week 4: Joe Rig~

The exercise to adjust the hip and legs animation for Joe was fun! In this exercise, we have to make a movement with the Joe rig, and it turns out pretty easy. It's just that we have to watch out for it's wave movement to make it smooth. Here's 2 video of my Joe Rig :)


Week 4: Big Dog!

This exercise was quite tough when adjusting the direction of where the dog will fall, including the legs of the dog. And editing of the graph. But overall, it was quite a fun exercise! :) And here's a video of my Big Dog :)

Saturday, November 12, 2011

Week 3: Rig Posing!

Poses for my Rig!

1st pose:
The image above shows a nice curve on her back, thus, I choose it as it can bring out the smoothness and flexibility out from my rig.

2nd pose:
For this pose, it's quite hard when it come to adjusting it's arm nearer to it's body, but I'm still able to make it looks almost like the image itself.

3rd pose:
The last pose I found was pretty simple, one disadvantage is that the hands of the rig was too long, thus, the outcome of the image was pretty different from the usual one. But the arrangement for this rig came out well! :)

Friday, November 11, 2011

Week 3: Rigging!

This week, we learnt about Rigging!

In the first and second part of Rigging tutorial, we were taught to use the joint tool to draw out the Lady model's joint from head to toe, including the fingers joint.

While for part 3 and 4, I started adjusting the XYZ axis for the body and fingers. Adjusting the XYZ axis for the body was pretty easy, but when it comes to the fingers, challenges came. Our model's hand rotation was totally different from the one in the video, thus, I have to trial and error while adjusting them.

In Part 5 and 6 of the tutorial, I started doing the IK Handle of the Leg Roll and Leg Twist for the lower body and IK Handle on the shoulder and wrist for the upper body.

For Part 7 and 8, tutorial was focusing on the leg curves and adjustments of the IK Handle. I learnt that we can make it possible for the leg parts to move by using Set Driven Key tool. After a few times of trying, I got the hang of it! It's fun!!

In Part 9, we have to draw out a sphere (Left_Knee_CTRL) to indicate the knee movement of the model. This is to allow movement like bending for the model's leg.

While in Part 10, we have to draw of curves just like Part 7 where it is to control the hands. Whereas the long square is for the shoulder.

Part 11 and 12 is pretty easy as it's just like the previous part where it is used to control the body part, but this time, a small cube was used to control the elbow and a long rectangle to control the hip/pelvis of the model.

For Part 13 and 14, we have to draw out Curves for the model's Spine, Neck and Head, not only that, there's also a step where we have make them Rotate by using the Connection Editor.

In Part 15, we have to Set Driven Key for each different fingers for the model. For this tutorial, I find it pretty challenging and fun! Because I got the hang of the tools, I fun it pretty fun to make them work without replying the tutorial videos!

For Part 16, the tutorial taught us on how to combining the Joints with the body using the Bind Skin tool, it is pretty amusing when I see how I have gone so far to make it move!!

Part 17 was the most difficult part I have encounter! And spent most of the time on. As we have to do 3 poses at the end of rigging, each different parts of the Weight Paint will have to be amended, in case there's any distortion. And thus, I find this part especially tough!!

Sunday, November 6, 2011

Week 2 - POSING!

In this week, we were told adjust the poses for 3 different models.

1. 300

For this model, it's kinda tough when it come to adjusting the arms and the finger part. At the same time, the model that was given to us was too skinny and we can't adjust his body size. Thus, it's tough to catch the "feel" where he was trying to struggle or pull. But was glad that i could catch the feel on his expression.

2. Bollywood lady

For this model, it was pretty easy to catch her poses and her facial expression. Firstly, i adjusted her to the sitting position, next on, drew out a "chair" for her to sit on it. And then adjusted her right arms to rest of the rest of the chair. Her right leg was crossed over on her left leg. Next, her left hand was resting on her legs. Lastly, Her facial expression, it was quite easy on this part as I just adjusted her smile wide to show the teeth. I also increased her pupil size and adjusted her upper and lower eyelid to make her more attractive.

3. Tattoo Girl

When i first look at this model, it seems easy to pose it out. After a few tries, I almost have the thought of giving it up! We have to adjust both the legs and waist area together. Not even that, as well as the knee area of the model. Next, is the positioning of her hands and shoulders. Things got tough while adjusting her right hand that was suppose to be placed on top of her right leg. After on, is the fingers placing, slowly stretching and adjusting the spacing of the fingers can be quite a tough job too.

Monday, October 31, 2011

Week 1: Character Design!

Hello peepos! Meet Hearty!!
Tagline: Have A Heart, Be Like MEEEEE!
Catchphrase: "Hee hee heee.."

Backstory:
Hearty was born with a devil look-a-like wings, worst case for her, her wings are black! But in her real personality was a kind, friendly and helpful heart. She was often being neglected by her friends, people on the street find her weird and despise her. Poor Hearty.. Will she ever meet a true best friend?

Behavioral Traits:
- Like to carry a big wide smile!
- Flap her wings when she's happy!
- A White shining Halo will appear when someone truly accepted her.

Appearance Traits:
- A big red heart shape body with a pair of weirdly black wings.