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3.2 Week 14 Advanced & Experimental Term 2

Week 14: Spline

Introduction

This week we transferred our animation from blocking to spline.

Spline Pass

After working on the feedback I received on blocking last week I transferred the blocking animation to spline. I faced some issues in the rolling animation but then I went on 2s and 1s to make the roll nice and smooth.

In the spline I added some moving holds and deleted some keys that I added in blocking plus because they were creating jerks.

Feedback Received

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3.2 Week 14 Advanced & Experimental Term 2

Week 14: Artefact-Environment Setup

Introduction

This week I worked on populating the environment in the 3d scenes. Apart from that I also worked on completing the 3d models of the environments.

3d Model and Texture of Temple Stone

For the opening scene I am showing a temple stone ruins in the middle of a forest. I have modeled it in maya and sculpted details in Zbrush.

Environments without Lighting

As I have completed the asset modeling last week, this week I focused on the world building of this animation.

Animation Test (GWEN Rig)

I have also done a quick loopable walk cycle test on the rig to see if everything is looking fine. The animation still needs a lot of improvement.

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3.2 Week 13 Advanced & Experimental Term 2

Week 13: Body Mechanics-Blocking Plus

Introduction

This week we were supposed to get feedback on the blocking and blocking plus of our animation.

Blocking and Blocking Plus

As I was still on the blocking stage, I refined the blocking poses and added some in-betweens to make the blocking better and a bit smooth.

Feedback Received

I have received the feedback on adding some more frames in the beginning of the animation to make the landing smooth

Some anticipation and nice arc need to be shown before the rolling animation. Need to add overlapping action of head after the rolling ends

I need to show weight shift and adjust the spacing of these shots

Critical Reflection

This blocking exercise helped me to understand that it is always better to make your blocking as good as possible. If the blocking is good the animation will be good and we do not need to put in more effort in spline pass.

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3.2 Week 13 Advanced & Experimental Term 2

Week 13: Artefact-3d Modeling

Introduction

After doing the planning in first two weeks, this week I did modelling of the scene. Apart from that I also worked on selecting the rig I will be using.

3D Models of Environment

Populating the Environment

Rig Selection and Modifications

For my animation, I wanted to use a rig that will be good for doing the body mechanics. So I decided that I will work on the GWEN rig and modify it a bit so that it works for my animation shot.

Rig Selected

This is the GWEN rig that I am going to modify visually and then I will use it in my artefact project.

Rig Modifications

Here are a few rig modification that I have done.

Modelling the Bag

I first modelled the bag with the help of polygon primitives. I made a bag pack so that it sticks to the body of the character and it is suitable for running.

Binding the Bag

After modelling, I adjusted it on the body and selected the joint hierarchy and bind the bag with the rig.

Image showing binding bag with rig

Weight Painting

When the bag was successfully attached to the rig, I painted the skin weights with the joints.

Image showing weight painting of bag

Final Look of Character

After all the changes in color, textures and addition of bag, this is how the character looks.

Image showing the final character for artefact project
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3.2 Week 12 Advanced & Experimental Term 2

Week 12: Body Mechanics-Blocking

Introduction

This week we started blocking our animation shot. We already have the thumbnails of the key poses so this week we had to block them in Maya and set up the timing and spacing.

Blocking Pass 1

I blocked the key poses this week. In the process, I tried to keep nice timing and spacing.

Feedback

  • I mainly got feedback around select all controls and put keyframes on blocked keys.
  • I nee to improve some poses as well

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3.2 Week 12 Advanced & Experimental Term 2

Week 12: Artefact-Idea Work

Introduction

This week I collected moodboard references from the artefact project. Other than that I made storyboards and analyzed the challenges that I might face during the process.

Project Details

I named this animation short, “Enchanted”.

The artstyle will be low poly and stylized. It will be 3d but it will give looks oof 2d environment and I will incorporate 2d effects and magical elements in it.

The color theme will be dark, glowy and magical.

References of Environment

I have collected a few references for my project. I have always been fond of the dark environments with glow and magical themes. This is the same I want from my project.

Storyboards

This is the tentative storyboards for the project. I might change it during the process.

The story starts with a magical orb in the centre of the enchanted forest, a thief comes in the scene, steals it an runs away. But we see that there are ark spirits of the enchanted forest chasing her an taking the orb back.

Storyboard of Enchanted

Challenges I might face

  • To achieve a good visual output from the project
  • This project is animation intensive and I might not be able to add details
  • Incorporation of 2d VFX in 3D Animation
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3.2 Week 11 Advanced & Experimental Term 2

Week 11: Body Mechanics-Planning the Shot

Introduction

This week we started working on advanced body mechanics. The main agenda of this week was to plan the shot.

Planning the Shot

Planning of a shot consists of multiple stages

  • Recording a reference
  • Making Thumbnails
  • Animatics (not necessary)

Recording a Reference Video

Video reference in any animation shot contains a huge importance. It is necessary to plan your shot wisely and shooting a reference is very helpful to animate the shot. If the reference is clear then it makes the task of animation relatively less complex.

Reference videos does not mean that you have to match the exact timing from the video. A video reference gives you some nice key poses that can help you block the animation.

So, for the body mechanics assignment I had a rough idea of what I wanted to achieve in my mind. I acted out most of the reference myself and used the splinter roll reference from a youtube video.

Recording of Video Reference

Making Thumbnails

After I got the video reference I was all set to take some key poses out of it. From the reference I took multiple key poses and drew them as thumbnails. The thumbnails have some exaggeration of the key poses I got from the video.

Animatics

After I had the thumbnails I aligned the drawings into animatics. The main purpose was to have a rough idea of whether the key poses I made will turn up into a nice animation shot.

This planning exercise we did this week helped me a lot to understand the process of animation better. The pre-planned shot will definitely help me to achieve better results.

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3.2 Week 11 Advanced & Experimental Term 2

Week 11: Artefact-Planning

Introduction

We have started working on the artefact project from this week. This week was mostly around planning and finalizing the idea of this project.

Reason and Expectation from this Project

For the artefact project, I am planning to make something that adds up to my skillset an to prepare me for the Final Major Project. Currently, I am having a major setback in lighting and rendering an that can create hinderance in achieving a visually good Final Major Project. I will push my limits in this project to create a visually pleasing animation which has a unique 3d artstyle.

Concept

A thief steals the magical orb from the enchanted forest and runs away, little did she knew there is no way to escape.

Objective

  • To compile a small short animation
  • To learn lighting and shading
  • To practice animation
  • To experiment 2d VFX with 3d Animation
  • To prepare myself for FMP

Timeline

I have made a tentative timeline for this project by dividing it in milestones.