Friday, March 25, 2016

3D Animation: Walk Cycle

Final Animation

In this project, we had to create a walking cycle for an ant character. For this project, we learned the poses of a walk cycle and how to have good curve progression in the graph editor. In this project, I learned how to utilize the graph editor to my advantage and it helped improve my walk cycle significantly.

Contact and Passing Poses


Contact, Passing, Up, and Down Poses (Stepped)

3D Animation: Smash Ball

Planning

Final Animation

In this project, we had to animate a ball in a video game. For this, we had to learn overlap, drag, and follow-through as well as apply what we've learned from the bouncing ball project. In this project, I was able to figure out how to create a convincing roll on my own by rotating the ball and keying specific frames. This helped my animation look more realistic.

3D Animation: Bouncing Ball

In this project, we had to animated a ball bouncing and slowing to a stop. In order to complete this project, we learned about squash and stretch and built upon the principles taught for the previous project. We emphasized timing and spacing in order to create a realistic animation.

3D Animation: Car Race

In this project, we had to animated cars moving from one side of the screen to the other at different times and speeds. In order to complete this project, we learned about anticipation, timing, and slow-in/slow-out. We also learned the basics of animating in Maya which included how to key frames a create Maya in-betweens.

Sunday, February 28, 2016

2D Animation

This is my final flip book for my 2D Animation class. This was an ongoing project where we had the freedom to animate whatever we want in a flip book we were given. The main principle used here was straight ahead action since we were drawing frame by frame instead of planning the animation pose to pose. Timing is also another principle that was required to make sure that the movements were natural and made sense as the viewer is flipping the book. Also, I used principle of arcs when dealing with the main character's arms, as well as overlapping action to make her arm movements look realistic.
This is my bouncing ball with a string attached to it. The idea is to show how gravity affects a ball and also how a string would react with a moving ball. The principles used here are squash and stretch for the ball and follow through for the string. First I animated the ball using pose to pose, then went back and attached the string and animated it using pose to pose.
(Disclaimer: this video was not taken on a professional camera setup made for animation and is the reason why the background moves)

Monday, February 1, 2016

Art 2: Character Design

In the final week of Art 2, we learned how to create an effective character design, utilizing silhouette and unique characteristics. For the final project, we were tasked with creating an original character that fit the theme of "Hellantis" (a blend of Hell and Atlantis). For my character, I chose to turn the theme on its head and create something nobody would instantly think of when they hear Hellantis. I decided to make Hellantis the name of a punk rock band who originated in Atlantis, led by a humanoid demon named Dallon. Below is my turnaround sheet for my character and the maquette I sculpted in the final week of class.

Art 2: Animal Anatomy and Texture

In the third week of Art 2 back in January, we studied animal anatomy and used what we learned to create our own mythical creature. For my competency, I chose to blend a squirrel, a bear, and a bat together to create a unique creature. You can see my creature with texture and its skeleton below.