Categories
Advanced and Experimental 3D Computer Animation Techniques George's Class Term 3

Week 2: Adv&Exp [George’s Class]

Class Content

Blocking:

Blocking is like the bones of the body, aka: the blocking is the foundation that everything else is laid on top of. The poses shouldn’t be the same as those from reference, be mindful of line of action and the other fundamentals to push the poses and make them and the movement more visually appealing.

Some tips for blocking:

  • Time can be saved while blocking be copying similar poses and making adjustments on top
  • Don’t forget hands and fingers in blocking. While the detailed finger movement can be left until polish, they should still be moving and posed nicely at this stage. Don’t just have open basic poses for the hands in every pose.
  • Establish your key poses that tell the story
  • Don’t worry TOO much about timing right now, get the poses down first. You can do retiming later if needed
  • Don’t forget to use FK/IK where needed
  • Finished, not perfect! Getting the base of the shot down at this stage is most important
  • Don’t key parts of body on different frames, everything should be keyed to same frame for blocking

George also showed us a cool video explaining how important the ‘finished, not perfect’ approach is when making progress in learning. I definitely struggle with this myself, and find it difficult to finish tasks due to focusing too much on the smaller details. It was good to hear and understand the idea that in a year what I consider perfect now won’t look great to me because I will have improved, so why should I waste time trying to be perfect now when I can spend more time on learning.

Blocking Plus:

Essentially a way of adding in more keys to get that feeling of polish within your blocking

Moving holds: when pose is holding, adding some movement in (breathing, dragging, settling into pose, etc).

Copied pairs: a technique where a keyframe (or pose) is duplicated and repeated for a specific duration, creating a hold or a static pose within an animation sequence.

Breakdowns and Arcs Breakdown: a pose somewhere between two key poses that better shows the movement

This week’s assignment:

  1. Apply blocking plus stuff to current shot blocking to take it to the next level

Should be in stepped still. Poses are important at this stage so make sure they are really strong.

Week 1 Assignment: Body Mech + Planning

Filmed reference:

I both filmed myself and one of my housemates for my reference. I was struggling a bit to do a natural fall/stumble myself, so I asked one housemate to push the other into view, and gave the one on camera directions on how to act out the rest of the shot.

Thumbnails:

Individual poses:

Week 1.5 Assignment:

As mentioned before we’re a little behind due to losing a day last week to the bank holiday, so this week I did the blocking on Thursday evening for review on Friday alongside my plan.

I didn’t add as many poses as I would have liked due to the time constraints, but I am happy with the poses overall. I do need to hide the skin under the clothing at some point as it clips through the clothes several times and is distracting.

Plan + Blocking Feedback:

  • The fall and skid along the floor is too simple, I should be pushing myself more. Either have the character fully stumble or completely face plant the floor
  • Could still do the turn and punch towards the hidden person who pushes them, but George recommends instead just having the character realise where they are after the fall, pause, and then go into the dance/wave
  • Poses in current blocking are nice, but overall idea needs pushing before I move more into animation progress

Categories
Advanced and Experimental 3D Computer Animation Techniques Serra's Class Term 3

Week 1: Adv&Exp [Serra’s Class]

Class Content

Today we were introduced to the unit work we will be doing with Serra. For her side of the unit, we will be doing experimental work where it will be important to try new things and take some risks with the techniques we experiment with. The work we do for this project can contribute in some way to our FMP if we like (such as experimenting with visual styles we might want to explore and expand upon further for our FMP).

Project Progress

Over the break between Term 2 and 3, I was looking into Marvelous Designer. While I want to focus on 3D Animation primarily for my FMP, I do want to still include my own aspects to the visuals outside of animation. My current plan is to use the M-Rigs by Ramon Arango to save time on making my own rigs, but to modify them to personalise the characters to my own designs. This could include altering the textures, the hair models, and the clothing. Hence my interest in Marvelous Designer, as I am hoping to make my own clothes for the M-Rigs using this program. From some research into the process over the break, I found that I could animate the rigs and then import the animation to Marvelous where I can simulate the clothing over the top.

Therefore, for the project I would like to learn Marvelous Designer and make some clothing for at least one of the rigs. I have never used the program before, so I am hopeful this will be a great opportunity to do so. I do also want the project to be more than me learning to program, so I had the idea to create a catwalk scene with interesting visuals to match the design of the clothing.

However I do still want to focus more on the animation side of things, and Serra mentioned that (like in Term 1) we can choose whether to spend more time on George’s project or this one, so I will most likely be spending more of my time on the animation work. I do still want to use this project to develop aspects of my FMP as much as possible though, and I am excited to explore Marvelous Designer and some cool visual techniques with this work.

Categories
Advanced and Experimental 3D Computer Animation Techniques George's Class Term 3

Week 1: Adv&Exp [George’s Class]

Class Content

George went over the work we will be doing with him this term, including how it can be incorporated in our FMP and with Serra’s side of the Adv&Exp unit.

We will be doing two animations with George, an advanced body mechanics shot and an acting shot. For the advanced body mechanics, we will be also covering some acting on top.

What is pantomime?

  • Dramatic or dancing performances with expressive body or face movements to convey the story.

Acting with the body: Creating clear, full body expressions. To fully convey this, staging needs to be set up first for the shot which includes:

  • Elements: Characters/Props/Sets
  • Camera: Placement/Angles
  • Action: What is happening in this shot?
  • Idea: Keep it to one idea at a time to not overwhelm the viewer
  • Point of the shot: What purpose does this shot have? Why include it? Make sure that is clear

Workflow Checklists:

George showed us some workflow checklist examples, aka ways to approach working on an animated shot. Workflow checklists are especially useful when starting out, later they become second nature but shouldn’t be forgotten. These checklists should include:

  • Planning: Thumbnails/Reference/Layout/Staging/Composition
  • Blocking: Stepped keyposes/Fundamentals /Timing/Arcs/Weight
  • Splining: Inbetweens/Arcs/Timing
  • Polish: Details

Additionally, it is important to consider the order of working with different parts of the character’s body. The example given to us was: hips > spine > head > arms > fingers > legs > feet

You don’t want to do clean up work on the arms and legs only to then change the hip placement and have to go back again to adjust the arms and legs. Work on the core first, then work outwards. This will change slightly if you have a specific shot where a different part of the body is leading everything else in place of the hips, so adjust accordingly.

This week’s assignment:

  1. Rough planning drawing
  2. Reference (video/filmed reference)
  3. Shot thumbnails
  4. Maya layout would be good, but not a requirement

Keep the shot to 5-10 seconds AT MOST (aim for 5 second range though, George would rather us have a nicer, more polished shot that is shorter than an unfinished longer shot)

Try to add a bit of humour in the shot