Hello Fellow Animators,
Ok so into week six we go! This week for me, was all about adding in more break down and turning things into spline. However I think I hit a snag this week, as I was having trouble figuring out the movement of the head, which you will see in the video :). So I tried doing something unique but it turns out it wasn't quite selling it with Dana. Basically when I have Stewie turn around to walk the other direction I have his head swing around, and because his head is so Big! It didn't look convincing or possible, and in many cases it looked like he would fall over easy.
The Second Dana mentioned was the head movement, they rotating up and down way too much, to the point where its not humanly possible, and I cam definitely see that once she mentioned it, man I wish I had eyes like that :). She mentions that the head yes should has no focus because he is drunk, but the problem was I made him too unfocused, and there should still be a hint of focus throughout the animation. So she showed us that there is actually a control switch you can turn on and off on the Stewie rig, that stops the head from rotating accordingly to the shoulder movements, kinda wish I knew about this earlier, but with mistakes we learn a lot :).
The third thing that Dana, mentioned was the way he got up from the bench, it was again not humanly possible to get up like that, it very strange when I first did it I thought it was fine, but now that Dana has mentioned it, it was so obvious! Again man I guess to see these things takes experience and understanding, again another lessons learnt, "If you can do it in the real world" chances are its not going to look convincing in the animated world no matter how cartoony.
So this week was pretty hardcore, I had a little too many mistakes that I will have to clean up for the next week. I have to say animation is not easy, and the joy of animating can be extremes! One minute the director will love where you are going, and you feel like you are on top of the world, the next minute you find out that is not there at all and you feel like your heart has been ripped out of your chest, I guess its part of it, and I think this course gets their student into that frame of mind before getting into the industry.
Cheers and see you next week,
Meng.
This Blog, is roughly about my animation journey through Animation Mentor, where I will be posting animation I create during the program and also at the sametime some things that inspire me and some life drawing work.
Monday, November 15, 2010
Monday, November 8, 2010
(Class 2) Week 5 Animation Mentor - Psychology of Body Mechanics
Hello Animators and Bloggers,
So week 5 is the beginning of a new animation, again we had to pick out from a list of things to animate, but this time around we have a new rig called Stewie, which is essentially Ballie with a body and head, no arms yet.
What I chose to do is a little bit of a challenge, and that is the drunkard stumble, according to Dana this is tricky because the character has no real control over the movement of the body, there is no real sense of direction or control, I guess that's pretty much what trying to walk while you are drunk is pretty much like :).
So I made a video reference of my self, and did some rough thumbnails out to animate what I want. This time I am taking bits and pieces from different takes, I really want to try doing that instead of directly taking it off on take, I think this is something I will be doing in the future if I was to be animating something I know I can't do in real life ( which is leaping over buildings and levitating, but I still try every now and the ;) ). Also I am trying to keep my thumbnails to story telling poses, I have a feeling thats what thumbnails are meant to be, and they should be done quickly, I personally think that adding breaks down only really make sense when you are blocking in Maya, but drawing them out first may make sense too.
So have a look and see me do silly things yet once again, I think someone at the park thought I was crazy, as if I am not already :).
Cheers,
Meng
So week 5 is the beginning of a new animation, again we had to pick out from a list of things to animate, but this time around we have a new rig called Stewie, which is essentially Ballie with a body and head, no arms yet.
What I chose to do is a little bit of a challenge, and that is the drunkard stumble, according to Dana this is tricky because the character has no real control over the movement of the body, there is no real sense of direction or control, I guess that's pretty much what trying to walk while you are drunk is pretty much like :).
So I made a video reference of my self, and did some rough thumbnails out to animate what I want. This time I am taking bits and pieces from different takes, I really want to try doing that instead of directly taking it off on take, I think this is something I will be doing in the future if I was to be animating something I know I can't do in real life ( which is leaping over buildings and levitating, but I still try every now and the ;) ). Also I am trying to keep my thumbnails to story telling poses, I have a feeling thats what thumbnails are meant to be, and they should be done quickly, I personally think that adding breaks down only really make sense when you are blocking in Maya, but drawing them out first may make sense too.
So have a look and see me do silly things yet once again, I think someone at the park thought I was crazy, as if I am not already :).
Cheers,
Meng
Tuesday, November 2, 2010
(Class 2) Week 4 Animation Mentor - Psychology of Body Mechanics
Hello Animators of all kinds :),
So this is the last week for my first animation of Class 2, I think I got it smoothed out pretty well, but definitely learnt some important things along the way. I think the biggest thing was getting that timing down at the start, I had to re-adjust some of the timing, especially in the run phase, and I think my end results still had some timing flaws :(, my mentor felt the end part is like ballie jumped into water. But you learn from mistakes as everyone says, and for my next assignment, really going to try and nail the timing, I can see now why animators always say timing is the hardest thing to conquer, and its funny how things always need be faster then they are slower.
Here is my final finish work of the first assignment for Class 2. I have to admit I am definitely learning a lot about body mechanics in this class, I am still tyring to get my head around some things, however I get the feeling this is something that we learn more through experience and just doing a lot of animation with a lot of mistakes :P.
Cheers,
Meng
So this is the last week for my first animation of Class 2, I think I got it smoothed out pretty well, but definitely learnt some important things along the way. I think the biggest thing was getting that timing down at the start, I had to re-adjust some of the timing, especially in the run phase, and I think my end results still had some timing flaws :(, my mentor felt the end part is like ballie jumped into water. But you learn from mistakes as everyone says, and for my next assignment, really going to try and nail the timing, I can see now why animators always say timing is the hardest thing to conquer, and its funny how things always need be faster then they are slower.
Here is my final finish work of the first assignment for Class 2. I have to admit I am definitely learning a lot about body mechanics in this class, I am still tyring to get my head around some things, however I get the feeling this is something that we learn more through experience and just doing a lot of animation with a lot of mistakes :P.
Cheers,
Meng
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