Friday 28 November 2014

Cat hang shimmy research & development

Cat hang shimmy
From these three videos you can see the continuous development, going from the two research videos of people doing this action to the pretty much the final motion which can be seen in my mesh view in the third video. The positives about doing this animation were the fact that I got to work with interacting the character with an object e.g. the climbing wall. However the problems of animating this soon came fourth, as getting the hands positioned correctly became an ever increasing problem. I had to make sure that the hands were just above the holds, to look like he was hanging from the object while in motion.




Saturday 15 November 2014

manaquin pushing a block cycle research and development

For This animation sequence, I started off by filming Aaran Hall, to get a sort of feeling of how I would create the image of a character pushing a block. I did this to get a feeling of how the weight would be distributed around the legs and feet. Not only that but I wanted to get a feeling of how the arms would look if they were spread out (which isn't particularly done a lot in this type of action). After the reference footage there are two videos, which show the development of how I only started off with the movement of the legs and later furthered my development to show arm, back and head movement. The reason why I chose to do this particular sequence, was because in most games nowadays there tends to be objects that you can push, and I wanted show That I am not lacking in that particular skill, of doing this type of animation.


Heavy walk cycle research and development


Here is another example of footage which I filmed, helped by (Aaron Hall), in which I used the footage as reference for the Heavy character  from the team fortress game for my walk cycle. For the reference footage I ask Aaron to be sort of laid back, (leaning backwards) but also to have heavy steps (not quite stomping) because of the character being very large. To add to the laid back effect, I asked Aaron to slowly swing both of his arms.

 As you can see after the reference footage, I worked on getting the heavy characters leg movements, fairly similar to the footage. Moving on from that, I introduced the swaying of the shoulders and head, to which all humans unconsciously do. I wanted to introduce a human walk cycle, as it would show the basics of animation.

Tuesday 11 November 2014

wolf run cycle research and development


After trying my first failed attempt at a wolf run cycle,I searched through the internet for reference pictures, to which I could use to get more fluid movement in the back and legs.
Later on I found that Posing the wolf in these positions and repeating that cycles gave much more fluid movement and became quicker to animate.

In this first example of me trying to animate the wolfs legs, you can see the inconsistency of the movement, as the timing is completely off. This animation was scrapped and I started again with it.