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In this next assignment, we will be animating a simple character walk cycle.
Don't get too crazy, just animate the walk for now. Frame Count 24. The
notes below will guide you.
- 12 frames per step. We will have 12
- frames per
- step. Each of the
- poses below will be using three frames. 1
- keyframe and 2
- keyframes
- generated by the computer.
Below are the three main poses to help you animate a walk cycle.
Contact Pose
Take Off
Weight Pose
FORMAT:
Render out a front, side and perspective
views.
PROCESS:
For smoothness in Z. In Graph Editor, Select the middle points in Z
and delete for smoothness in the Z.
Locking Down legs.
Breaking
Joints to exaggerate. Check out Richard Williams Book on
breaking joints.
I'm thinking about posting my animation on youtube so that I can post the examples on this blog. Animating the drink box was tough, primarily because my ideas seemed too complex. I realized that after realizing that it takes about 3 hours to properly animate the drink box fearfully jumping around. I found the assignment easier to tackle once I started simplifying.
Common mistakes students had with this assignment:
:: Keeping actions of the character intentional.
:: Being aware of the character's senses. He may see or hear something that might lead to an action.
:: Set up emotion from the very beginning of the scene.
:: Exaggerate the contrast of the emotions so that the ideas are clear.
:: Have strong posing to avoid "floaty" or "swimmy" movement.
:: Reverse pose C curves in animation add to contrast.
:: Remember contrast in timing. Add pauses to break up the timing of the animation, this gives the illusion the character is thinking, it also gives us the viewer a chance to understand what's happening.
:: Drag = approximately 6 frames.
Notes for my drink box animation.
:: People understood the march. This was tough. I made it so that it was clear that the movement was intentional and controlled as a soldier would move.
:: Have the box look slow to notice what's happening.
:: Hop to have body follow.
:: Have him look around.
:: Pepper the box with bullets and impact.
Ball bounce 2
Below are notes, fixes and difficulties experienced by students from the previous assignments.
Things to watch out for regarding the two ball bounce.
5 frames for first drop of heavy ball.
Keeping overlap to compensate.
Remember forward momentum to represent forward motion.
Rotate ball after coming out of first squash.
Watch the X move more than the rotation (sliding). **
Flatten tangents in order to stay on surface.
Watch for steep arcs, keep arcs rounded.
Spacing of stretch before 1st squash, and stretch after 2nd squash frame be different. The second one should be greater.
Squashing before it hits the ground – squash starts too soon.
DRINK BOX ANIMATION
Animate box, show one emotion. In order to switch to another emotion, there must be conflict, then switch to second emotion. Watch gesture and timing. Remember bouncing ball timing. Anticipation before the move forward. Keep emotion in objects. Make believe that they are thinking.
Happy
Angry
Sad
Surprised
Excited
Anxious
Inquisitive
Embarrassed
Drunk
Confused
Abused
Tired
Loved
Depressed
Irritated
Constipated
Inspired
Annoyed
Disturbed
Conflict: Makes the scene more interesting and engages the viewer. It is marked by a struggle or confrontation. This usually follows a story arch. Conflict. There are three types of conflict. Conflict with Self, Others and Situation or environment. Suggest Conflict to make it more interesting, in this assignment. It may be interesting to have the conflict offscreen. After the conflict, be sure the character fails or succeeds. The box experiences conflict and then will either fail or succeed.
Timing of the exit of the character is different than entrance
As an exercise, see if you can sketch out a gesture pose for each brick emotion mentioned above.
IDEAS:
Standup Comedy Act – Cube appears. Tells a joke and bombs. OR succeeds. Spotlight
Guarding the doorway. Sees and intruder and goes to warn.
Drunk > cube falls >
DRINK BOX MODEL
Use locator to bring up channel box.
Be subtle
Be sure box has animation either hop or walk in order to travel across the scene.
Success of animation depends on:
Timing
Spacing
Squash and Stretch
Story
Posing
Gesture
Emotion
Success and clarity comes from the contrast of two emotions.
Contrast your timing and rhythm throughout the piece in order to prevent monotony.
ASSIGNMENT PARAMETERS:
6 second max.
720 x 486
Set up a camera and don’t move the camera.
Plot arcs.
Sketch it out.
Plan.
Staggering, Drag and Overlap requires 12 frames to show overlapping action and the die-out.
Stepping: Select your keys > RC > tangents > step
Below is a list of common emotions that when animated, will give you a good variety of assignments. To add additional variety, try animating them in different intensity levels from subtle (realistic) to exaggerated (cartoony).
The following emotions are:
Hooks, Ed. "Acting for Animators". Portsmouth, NH. Heinemann. 2000.