I improved the weight shift animation by making the leg lift a little higher, and add a small anticipation at the beginning. But the knee is still popping a little bit, which can still be improved.
Planing the Walk Cycle and the Blocking
I draw a plan and a 2d animation for the walk cycle, and make a blocking based on it. It still has a lot of problems, the weight shift is too small, and the walking is still a little bumpy.
Pose to Pose Animation
After shooting a reference, i made a improvement on the pose to pose animation, and the whole animation is a lot more logical now. But the spline of COG is still not smooth enough, so that is the first thing i should fix. Then maybe i can losen up the sholders and the neck.
After some improvement on the COG
Hand Poses
Hands are very important elements in animation, so it is very important to practice hand poses.
Below is the first draft of the weight shift animation I made. The whole animation is smooth. The major problem is with the spacing, especially with the landing part, which needs some exaggration. Also an anticipation is also needed in this animation.
Pose to Pose Animation
Using the poses i made last week, i plan this pose to pose animation. In this animation, Frankie is shocked by something and the jumping backwards. I am trying to make the whole process smooth and moving from slow to fast. Below is the first draft. A reference is needed.
This week I make a improvment on the squirrel animation i made last week, I change some of the key poses, and adjust the curve to make the animation look smooth, below is the final outcome.
Juice Box Acting
On the basis of last week’s blocking, I complete the juice box acting animation, and use some lighting to make it more dramatic.
Golden Poses with Frankie
Below are the three poses i made using the Frankie model.
I make a raw storyboard for the whole story, it still needs improvements. I’ll make the adjustments while I build the scene.
I also start to do some modeling. I plan to use Blender to model the characters and other assets, and use Gaea to genarate the terrain, which I am still learning.
In order to get a better understanding of follow through action on a living thing, this week we were told to animate a ball with tail. Below is my plan and my animation. The problem is that the tail doesn’t seem to be soft enough, I need to increase the range of motion, and give it a better shape. It’s also important to pay more attention to the joint at the base of the tail, and make sure every joints moves in each frame.
I also improved the pendulum animation.
Acting is a crucial part of animation production. Below is an animation I created featuring a juice box, which requires conveying its personality through its poses. This has been somewhat challenging for me, and I believe I need to further exaggerate the juice box’s movements to make its character more distinct.
Add elements like cameras, models and caches to level sequencers, use the curve to adjust the animation. Use Master Sequence to combine multiple subsequences for rendering.
This week i tried to draw some sketches of the scene i tried to build, and of some major elements of the scene.
One the picture below I also wrote the background story of the scene.
In order to understand follow through action, we animate a pendulum this week. The problem of my animation is that I didn’t realize that the pendulum would never be on a straight line while it flew through the air.
In order to learn how an object’s weight affect its movement, this week we were supposed to animate two juice boxes falling from a table, and give them different weights, below is the reference I film. It shows that the light box seems to bounce a lot more than the heavy box.
Below is the animation and the reference I made.
The golden pose I made this week is a hero pose, a angry pose, and a sitting pose.