Procedural Animation – Week 1 – Character design

So we began by drawing different concept ideas for the character, and later discussed this with our online students of our group over a skype call. We shared different concepts and designs, eventually landed on one concept we agreed upon.

Our character was supposed to be made entirely out of goo, so the design we landed on was goo inside a broken teapot.

Edvard Teapot

The teapot was Art Director, Edvard’s idea, where this was the first concept of it.

We started planing out different move-sets for our character, how it would punch, jump, grapple, walk, run, block, taunt, etc.. As we were planing our Group Manager, Marcus, started writing down everything we said and made a refined list of how our character would fight and move.


The punch idea started out as a joke, but ended up becoming what we all wanted to use. Since the teapot consists of goo, it can take the shape of anything. So our idea was that when the character punches, it will form the shape of a giant human fist out of the nozzle of the teapot.

Teapot punch

Again the concept was made by Edvard.


The online student Putle also had an idea he illustrated while we were chatting, and that was a grapple move. Where the teapot would use the goo from its nozzle and grab a Teabag that is laying inside of the pot. The goo would reach in from the top of the teapot and pull it out, then throwing it forward and pulling it back. The idea was that the teabag would be covered in sticky goo, so if it hits an enemy, the enemy would stick to the bag as our character pulls the enemy towards him.

The string of the teabag could be as long as we want it to be, so it wouldn’t have a super short range.

Putle drawing

Concept made by Putle.


As for a blocking mechanic, we thought about either the teapot using the lid on the top of his head as a shield when blocking. Alternatively I mentioned he could shoot out goo in the shape of a shield absorbing anything coming his way.

Shield block

Concept made by Martin.


Potential issues we might face with this character is:

  • Too much work.
  • Way too many attack moves (Time schedule).
  • Difficult game mechanics.
  • Problematic to model and rig.
  • Problematic to animate.


However, I believe we can solve many of these issues by being realistic and cutting what we want to do and focus on what we have to do. Group manager Marcus decided it was better to have too many ideas instead of lacking ideas. Because that way we can cut away what we don’t have time to make.

Our Lead modeler Aleksander, is going to take on the job of modeling our teapot character, and will face the challenge of modeling and rigging it. However it is a fairly simple model, all we need to rig is the legs and head. The goo from the nozzle is something I will rig later in Maya.

Next up is Motion capture. Now we have a list ready for what we need to mocap.


Procedural Animation – Week 1 – Beginning

The goal for this course is to create Game characters and Game environment to then be coded together as a final product. The challenge of this course will be heavily balanced on the fact that we all have to work together with a time limit, similar to the actual game industry. Each team has to work on a schedule to deliver the product on the deadline, so that the UI Team can patch everything together and finish the work.

So for this course we got divided into teams.

Our groups consists of:

  • Backend / UI Team
  • Art Team 1
  • Art Team 2
  • Art Team 3

My role is “Lead Animator” for Art team 2 and our group consists of  6 other roles as well where 1 of them is not occupied. The other roles are: Group Leader, Lead VFX, Lead Modeling, Art Director, Generalist 1 and Generalist 2.

The role I got consists of being in charge of all the animation. We are going to do motion capture, clean it through mudbox, refine it in maya and send it along with our characters to the UI team.

Potential challenges I might face on this task is the following:

  • Problems understanding Motion Capture.
  • Bugs with mocap software.
  • The recorded animation will not be as clean as prefered.
  • Too much time on cleaning up the deadframes and filling up gaps.

Hopefully, everything will go according to plan. I have prior knowledge to animation, so I don’t think these issues will be anything I couldn’t solve during our time working.

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

Today we did the reference recordings of us mimicking how we would see the animation play out. My vision for how I wanted my animation to play out was based on how old people walk and interact with things. I was scared of over-complicating things when I explained how I wanted it to play out, because I would need to do the following things: 3D model a walking cane, rig it so I could animate it with parent control, Old man walk cycles.

I took it as a challenge and recorded the references:

All though I was not entirely happy with how I hit the table, I did some additional recordings:

I also wanted the last hit to give the old man a crick in the spine so I did one more recording:

Now that I have all the references done, I will start making the first blocking stage of the animation.



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!

Finding inspiration for Animation

For this animation, I need inspiration and references for a bouncing ball.

So I’ve gathered 5 different youtube videos as my references when it both comes to momentum, the stretching, the impact when it hits the ground and realistic movement.

Number 1

Number 2

Number 3 (Made by a student)

Number 4 (Made by a student)

Number 5 (Made by a student)

After gathering all the references, I downloaded the planing sheet from Moodle, and put together a scenario of how I could see the ball go from point A to point B.

Planning Sheet-Recovered.png

I really want to focus on the momentum in this animation, of the ball just gaining more and more speed by hitting other objects. Despite how I want my animation to be realistic movement, I also want it to have it’s own identity, so with a tint of cartoonish airtime I think it will turn out pretty decent.

Until next time.