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.
*LAST UPDATED 27.03.2017 FOR VIDEOS*
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:
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:
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!
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:
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.
I have finally finished the walk animation and I would say I am pretty satisfied. There probably will be some polishing to do when I am editing the 3 animations together, but as for now I think it looks pretty good.
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.
Legend of Korra
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.
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.
So for my Animation 2 I decided to take some inspiration from cartoon animations.
My core idea is based on the style of Johnny Bravo. He has such characteristic poses and moves. We started of with a couple of lectures on posing the free rig we are using. There were two rigs to choose from, one called Bony and one called Beefy. Difference is Bony is thin and Beefy is buffed. Of course Beefy would fit better for the Johnny Bravo animation I am planing to make. Only thing is that he does not look similar enough to the man himself. So I took an extra step and started 3D modeling the hair of Johnny Bravo.