Animation Fundamentals - Project 2
Animation Fundamentals
22.4.2023 - 10.5.2023
Johnny Lam Wee Zhe (0363436)
Bachelor of Design in Creative Media
INSTRUCTIONS
PROJECT 2A - WALK CYCLE
In the second project, we are to begin animating the character design from the
first design. On the first half, we will be starting off with the walk cycle
of the character. I wanted to refer to further references on walk cycles
outside of the lecture so I found a video that reflects on what I plan to
achieve. Here is the video I'm referring to:
Due to the differences between my character and the simple character shown
here, I decide to improvise certain parts of the animation process. I start
out my process by copying the side view outline of the character and draw a
quick proportional guideline around the character design. That's when I came
upon the first problem. The leg of the character does not have a determined
knee point. In order to solve this problem, I readjust the leg and the overall
bottom of the character.
Fig 1.1 The leg adjustment
As a rough animation, I decide to animate the guideline first while
following the advice given in the tutorial.
After I have completed the rough animation of my walk cycle, that is when I
add in the actual character. Again, I follow the reference of the original
side view as a guide on how the character looks like to keep it consistent.
Fig 1.2 The Tie Down Animation on Rough Animation
As this is tie down stage of the animation, I also add some more frame
called an in-between for more smoother animation.
Once I'm done with the tie down animation, I proceed to complete the
animation by applying some of the animation principles I have learnt earlier
and add in more detail as reference of the original character design. I
first trace out the outline of tie down with exception of the part of the
character that will move as the character walks which will be added later.
Fig 1.3 Final Animation Progress
I save each of the three process of animation and the compile them into one
video as per instruction and here is the final result:
Fig 1.4 Final Result
Here is the alternative link if you can't view the video:
PROJECT 2B - JUMP ANIMATION
As our second project, we are once again tasked with animating our character
to do jumps using the principles of design. Here, I repeat the same process
as what I did in the first part of the animation. I first draw out the
outline of the character but this time, I'm using a still frame of the
character standing in the beginning of my character walks.
I first draw basic outline of the character and draw each pose of the jumps.
Fig 2.1 Rough Character Outline
As part of the reference, I use the resources provided by Mr. Kamal known as
an animator's survival kit. Particularly this image reference of the a man
jumping long distances.
Fig 2.2 Image Reference
That's when the first bottleneck hits. The image reference of this person
does not match the same body type as the character have design so the jumps
may not have the heaviness feel to the character. Most of the other
materials are also rather not suitable online especially when all of the
characters being demonstrated are not big in size.
As a final reference, I look up on videos of bigger guys doing jumps. Here
is the video for my reference:
As this view is angled, there are a few things to readjust and test out in
order to see how natural the jumps are. Once the outline animation is down,
I begin to add in the character onto the outline and draw out the leg
animations and arm swings.
From the first part of this project, the end result seem odd for the
character especially around arm area. So I decide to have the arms move
organically by drawing some poses from scratch rather than copy and pasting
the arms.
Fig 2.3 Character Tie Downs
The third version of the animation, similar to the first part of the
project, will have more details especially in the pants and a more subtle
inertia movements on the body and the beard. I then compile all three
version of the animation into one video and here is the final result:
Here is the alternate link:
https://drive.google.com/file/d/1TcEn5Oy8-nIthFpBLbwtbjBNbiW_6rN7/view?usp=sharing
FEEDBACK
Walk Cycle
The starting pose of the walk is good but after, it's not as good. The lower body is good but the upper body can be improved. Add in an arm swing onto the animation to ensure it's not stiff. The arms swing should be the opposite of the leg: if left legs go forward the left arm goes back and vice versa.
REFLECTIONS
I find that this project is what I would consider the main reason
of not only taking this module but as well as my animation specialization as
a whole. Throughout, I have learn on how the body part moves as a character walks or jumps. How the shoulders should move and the part of the body moves. I especially find the most difficulty with keeping consistency especially as I draw shapes such as nipples that seem to change size and shape in each frames. One solution to this is to copy and paste and move according to the body position.






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