Saturday, September 27, 2014

Character Animation 1, September 2014


Hey everyone! This month in animation has been really interesting! This video is my Eggy Walk, which was done for project one! I definitely appreciate the chance to work on walk mechanics, and am relatively happy with how this turned out. I think in the future I will be working on how to stylize individual walks by how much bounce and foot roll there is. Any comments would be appreciated!
The final project was great because we finally got to use all the things we've learned in fundamentals of animation and this months course. It was nice to have a little more artistic freedom in the acting of our character. I feel this turned out pretty well, however I am not totally loving the timing and amount of bounce going from contacts to passing, however those are things I will take into consideration when as I move forward with my animations. This animation was animated on 3's, which I may not use as often in the future, just for the lack of options on where to place foot roll sticks in terms of frame number! Looking forward to moving forward with CAN2 in a month. Any feedback would be appreciated. I'm still learning but feel my progress is pretty steady.

Visual Effect's 1 Update!


It has been a very busy month, but finally getting to do visual effects this month made it barely seem like work at all. 
 
This is from project one, focusing on rigid bodies! Given more time I would have changed some things in the scene. Most important is to figure out the lighting glitch at the end of the spring's path where it hits the cup. I thought it originally was due to not resetting the project when rendering the second half of the project, but I noticed this glitch in the same place for several other classmate's work.
 

This is from project to for intro to visual effects! I had such a great experience in this class and can't
wait for the next one! I was not happy with a few elements of this scene. While the particles were cached when they looked correct, the cached version shows the particles for things like the water not reacting with the collisions by the top pipe which were used to keep the flow looking more realistic. Also changed was the length of time the brown dust is being emitted. While it was keyed to be dead after the ceiling main chunks hit the floor, in the cached render they continue to admit.