Animation 3 – The take on facial animation

I know I am very VERY late on this assignment and I apologize for this. I will have it completed either way. I have planned out a very specific reference I will be using.

Seeing how I always admire how people use their hands to describe something they are talking about, I wanted to do a parody on Jerry Seinfeld due to exactly this. Considering he uses his hands in a million different ways while he is talking, I had a go myself and the result was shockingly similar. I also found out Jerry had a skit about old people, and I decided to do a little twist on his skit to make it fit my recent animation about the old man smashing a button with his cane.

My parody on this skit

For this animation I will need to 3D model a simple TV and a Microphone. Considering I am very much out of time, I will rush through it on saturday and have most assets done by monday morning!



Animation 3 – OLD MAN IS DONE

So I have finally reached the stage where the animation is done. After the blocking stage was finished, I polished the animation a bit due to some shoulder and elbow movement which was not very natural. Cleaning up the small bits, I also finished the facial expressions. The end result ended up looking smooth and clean.






What a journey. From shooting references up, blocking out the important poses, polishing the blocking stage and finishing up with some facial expressions. Considering I had to shoot 3 different references I combined them all to be the entire sequence of movement.

This was the final reference I ended up following through out this project.

Animation 3 – OLD MAN Blocking 1

Before I started animating, I needed a cane to work with the animation and the rig. So I quickly 3D modeled a cane. I was afraid it would not animate properly so I made a rig Christina showed me back in the beginning of this course


The Cane

Cane 2.PNG

The Rig


I also put up a marker on the screen to track where the cane was placed during animating so it would stay in one place. I used 3 screens to do this: Screen #1 had the reference videos, Screen #2 had Maya window with the animation itself, and Screen #3 had a teared off camera from Maya looking over the cane.


The Animation itself

As for the animation itself, I started following the frame counter on the reference videos. I blocked out the most important poses to fit in the animation itself. Although I overdid myself, and I made the blocking stage much more complicated than I was supposed to start with. Because a blocking stage should increase in detail over every WIP. But I just went head on and made the first wip really detailed.

This is the first WIP of my animation.

Animation 2 – The end product

The final animation ended up looking really good. I am quite proud of this animation. I have prior experience with animating walk cycles, but I have never finished them entirely like this. The learning curve has extended and I am looking to do more animations like this in the future.

Combining all the 3 animations together was a piece of work, but the end result looks really good so I won’t complain. I saved one of the 3 animations as a new file and imported the other saves into the new file I made. I then copied the animations from the rigs of the other saves into the new file and polished and tweaked it one last time.

I expected to run into a lot of problems doing this because I have said prior experience with doing this in other animation software such as Source Filmmaker. Although Source Filmmaker is really buggy and there is a lot of know bugs. So animating in a professional program felt like a pleasure.

The final animation:Turntable2.gif


Animation 3 – The final product

After animating for a few days, I managed to finish the animation quite well. Getting some feedback from Anna-Camilla and some online friends I followed up a tip that the animation was a bit static. After sorting out some issues, the animation was done.

I played around with some camera perspectives, because I have always been really fond of first person perspective, so I animated a camera to make it look like the viewer is spinning the gun.

This is the final product:





Animation 3 – The gunspin

So for this course we had to animate hand movement and interact with an object.

Being a fan of the video game Metal Gear Solid, I am extremely fascinated by gunspinning. A character called Revolver Ocelot shows off his skills with revolvers by spinning them on his fingers. This is a western trait cowboys usually master. So gathering up my refereces I have a lot of them everything from real life to videogames:


There are a lot of tips and tricks on how to spin guns on youtube which I also used for reference



Now for my real life reference, I just have to point out that I am not good at spinning guns compared to my other references, but I did this to look at the hand movement and not the actual gun spin.



Now that all of the references are completed, all I need is a gun model.

I started off by drawing a silhouette of a gun in illustrator by using the pen tool. The line of the pen tool is in vector and will be used to create a surface in maya.


After exporting it and creating the surface, I did some clean up and ended up with a pretty clear and simple gun.


And that’s it for now!

Animation 2 – The run

Everything looks fairly good now. I finished the running animation without any issues compared to the jump. Everything went smooth and ended up looking fairly good as well.

This is everything I have so far:


The walk


The run


The jump

Animation 2 – The flip

Unfortunately I have experienced some issues with the flip I am animating. After looking into the problem with my teacher, it seems I have gotten a Gimbal lock on several places in the rig. The problem lies either in one of the following: #1 it is a cheap free rig, and is not made for being twisted so much. #2 I am not too experienced with animating in Maya so there’s a lot of stuff that is new to me.

Either way after trying to clean it up for a long time I think I managed it fairly well. I have learned for future reference that I should never rotate or move any parts on the rig without using the axis and doing it completely on freehand.

This is the end result for the flip:


There is still a lot of polishing that needs to be done, but I think this is good for now.

Animation 2 – The three parts.

From last time I struggled with making the animation feel like it was cartoonish and not too realistic. Considering I had to do 3 parts of animation, why not apply 3 different animations from 3 different cartoons together to make one animation.

So I picked out one animation from a video game called Crash Bandikoot where they use a lot of the same style I am going for. Crash has a classic run cycle I wanted to take huge reference from. I also based the running off this sheet I found in our computer lab.



As for the jump, I decided to take reference from my favourite modern cartoon which is called “The Legend of Korra” A lot of the movement and animation from this cartoon is based on real life martial arts. They have 4 different culture of people that can bend elements to their own will. Fire, Water, Earth and Air. These different cultures are based on different martial arts, so the one I chose for the jump is a Chinese martial arts called Ba Gua Zhang, which has been used a lot in different Jet-Li movies. Example:

That summerizes up pretty much all of the references I am using.

Original Reference

Johnny Bravo


Crash Bandikoot


Legend of Korra

Animation 2, Getting started

My first point of reference started of course with Johnny Bravo’s animation. I found a clip from Cartoon Network where he is walking down the street where you get a perfect side view of his walk cycle.


With some editing and cutting I managed to get a looking cycle of only the walk.

Original Reference.gif

This was a good point to start. Only thing is that cartoons made in the 90’s did not have a gigantic budget. So his walk cycle only consisted of 6 frames, so the challenge here was how could I make a 3D animation look polished and good and still keep the cartoonish feel to it. My first attempt at the animation turned out really stiff and choppy. So I figured I needed more frames to support the actual animation itself. I thought about doubling the frames from 6 to 12, which still was not enough. At 25 frames it started to look good, now the challenge was to try and get that cartoonish feel back.