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3D Computer Animation Fundamentals Animation Term 1

Week 10: Animation

This week we’ll be blocking our body mechanics shot using our reference and planning from last week.

Body Mechanics Planning Feedback:

Reference collection:

Extra reference (from similar jump but new camera angle)

Pose sketches:

Animatic using poses (overlayed on Maya background set up):

Sphere animation (roughly matched to the head, hips, hands, and feet of the reference footage):

Feedback from George:

  • Some of the arcs feel slow, make them more punchy
  • Don’t forget to switch hands and feet between IK and FK depending on if they have made contact with the wall or not
  • Towards the end of the reference shot when the guy stands up and his hands lift off the wall, the screen right hand peels off nicely because of the angle. Make sure to include and push this in anim
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3D Computer Animation Fundamentals Animation Term 1

Week 9: Animation

This week we looked at planning and video references for animations.

For filming your own video references, getting as much footage of the same movement as ideal, as you can then pick the one that looks best. This could mean it fits better into the shot/scene idea, it’s the most visually satisfying, it conveys the desired information and mood, etc. You can also edit and cut together video footage, such as taking part of the movement and slowing it down to create more dynamic movements.

It’s also best to get multiple angles, and to always try and film from multiple angles simultaneously so the movement matches up. This is so you can see the different parts of the body clearly moving, as from just one angle some movements may not be as clear or visible to the camera. I’ve shot references in the past with multiple angles by borrowing a friend’s phone and using that and my own to get a front and side angle. I just had to match up both in video editing software.

We can also use preexisting video reference, since some movements we might not be able to do (such as professional athlete movements for example). We just need to keep in mind how easy or difficult the reference might be to use when looking for some. I found a parkour video on youtube where they often capture movements from multiple angles, so I think I would like to find a quick jump from one of these videos to use as my reference.

Walk Cycle Spline Feedback 2:

Feedback from George:

  • Have the feet planting done in 3 frames. Frame 1, heel of foot touch down. Frame 2, foot touches down but toes still lifted. Frame 3, toes touch down and foot fully planted.
  • On frame 15-16, the back knee gets stuck. Move the foot control a tad so the knee moves between those frames
  • Around frame 33 the ball movement feels shaky for some reason, double check the animation editor arcs are smooth
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3D Computer Animation Fundamentals Animation Term 1

Week 8: Animation

This week we’re doing the final work on our walk cycle before moving onto our body mechanics shot.

Walk Cycle Spline Feedback:

Feedback from George:

  • Clean up the transform z animation graphs, make sure the curves are smooth instead of too janky
  • Work on the timing of the feet between steps, again make sure the transform z curves are clean
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3D Computer Animation Fundamentals Animation Term 1

Week 7: Animation

This week we splined our blocked out walk cycle and started adding details in.

Side Step Spline Feedback:

Feedback from George:

  • Focus on the timing of the ball, give it more ease in and out both just before it follows the screen left foot on the side step, and as it holds balance over the left foot after the step (as the right foot is still moving over)
  • Have the feet touching the ground faster at the end of their movement
  • Have the side of the feet touch down first and then quickly touch down fully

Walk Cycle plan and blocked animation feedback:

Feedback from George:

  • Have the toes flap as they follow through on the movement of the foot
  • Make the heel of the foot touch down, then the main foot with the toe still up, then the whole foot touching down, each on a frame
  • On the front view, push the ball movement along the x axis more. May need to adjust the y translation followed by the x rotation accordingly
  • On frame 4, the space between the legs might be a tad too big (try reducing it and see how it feels), and the toe of the back foot should still be flat on the ground
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3D Computer Animation Fundamentals Animation Term 1

Week 6: Animation

This week we received feedback on our blocking animation of the side step, and learnt how to animate a walk cycle.

We will be using the Walker rig (a ball with legs) for the walk cycle so we can focus on the leading actions, and the follow-through effects of these on the rest of the lower body without worrying about the upper body for now.

Side Step Blocking Feedback:

Along with the animation plan, reference, and blocking, we were asked to take 3 pose sketches we’ve done this semester and pose the Bony using the sketches as reference. While doing this, we were asked to pay close attention to the weight distribution and balance. (George’s feedback shown as the sketches on top of uploaded images)

I noticed with all three poses I didn’t push the arcs enough, even when both the reference image and my sketches did so in the case of the middle image. With the left image, I think I focused too heavily on matching the pose and not enough on pushing the arcs and balancing the weight distribution, which made me completely miss how far back the dancer is on his grounded foot. For the right image, I missed how far forward the woman’s weight is in relation to her feet and, slightly so, her hips. I realised when thinking back that I was sat quite low when sketching the statue, and didn’t take this into account when studying the angles of her body. While this might have been fine for a general still life study, it might have been better for me to choose a more level eyed pose to study weight distribution from. Good to know for future studies like this!

Side step reference, plan, and blocking animation:

Feedback from George:

  • At start feet should be rotated out a bit more
  • Ball should lean more on the screen right leg as it raises screen left leg, otherwise it’s off balance
  • Don’t shift the weight of the ball so soon into the side step
  • Let the heel touch down first
  • Overshoot the body a little as the screen right foot is almost done with side step
  • Drag the screen left foot rather than lift it when it does the little corrective step
  • Body isn’t following through at points, its moving at the same time as the feet instead of lagging slightly
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3D Computer Animation Fundamentals Animation Term 1

Week 5: Animation

This week we got feedback on our splined side step animation, and learnt the importance of weight distribution balance in preparation for doing our side step animation. To help us learn how to balance weight distribution, we will be posing the Bony rig using our pose sketches as reference. In general, learning weight distribution is going to be key for any weight shift animations we do in the future.

Ball with Tail Spline Feedback:

Feedback from George:

  • Keep tail scrunched up for longer, until frame where ball jumped up, then have tail whip down within 2 frames
  • Tail still needs pulling up to follow the curve of the ball/itself more
  • Make tail whip after landing quicker and add secondary flick in also

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3D Computer Animation Fundamentals Animation Term 1

Week 4: Animation

This week we were shown how to spline our blocked animation, including cleaning up both the general animation and the animation curves with the curve editor.

Ball with Tail Blocking Feedback:

I uploaded my shot plan and blocking animation to syncsketch.

Feedback from George:

  • Tail should scrunch up more before jump
  • Remove rotation of ball other than for the stretch (on jump off and just before landing, landing shouldn’t have rotation) so the movement of the ball is more clear
  • Keep making sure the tail is following the arc of the ball and itself
  • Keep checking the end of the tail isn’t getting stuck between frames
  • Add more squash on landing
  • Give the tail more of a punchy whip movement on landing before it slowly settles
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3D Computer Animation Fundamentals Animation Term 1

Week 3: Animation

Class work

This week we are going to be animating a ball with a tail, referencing squirrel footage for the moment. We aren’t going to be focusing too much on how the body moves, as we are mainly practicing the anticipation movement before the jump, and the follow through of the tail in regards to the body.

George also mentioned it’s better to exaggerate and overshoot these kinds of movements and then scale it back depending on feedback, since when working in a study animation supervisors don’t want to have to keep telling you to increase movements bit by bit by bit. It’s a better workflow to overshoot (within reason of course), and it saves time on feedback since whoever is critiquing can say something like “scale that back by about half” rather than having to guess how much it needs increasing.

The animation for next week should be blocked so we can practice working pose to pose and blocking out anim. The week after will be splining and clean up.

Pendulum Feedback

I uploaded both my pendulum plan and animation to syncsketch.

Feedback from George:

  • Bottom joint should trail back slightly more
  • Bottom joint shouldn’t go higher after stopping than while moving (I originally thought this might give the feeling of the base stopping suddenly some weight, but I can see now it feels wrong)
  • The movement of the second from the bottom joint just before it stops swinging back and forth should be reduced slightly
  • End of animation could do with being extended to give more time for the bottom joints to finish moving. Feels a bit too quick on the last few back and forth swings
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3D Computer Animation Fundamentals Animation Term 1

Week 2: Animation

This week George showed us a cool gif that explains and shows examples of the 12 Principles of Animation:

  • Squash and Stretch
  • Timing and Motion
  • Anticipation
  • Staging
  • Follow-Through and Overlapping Action
  • Straight Ahead and Pose-to-Pose Action
  • Slow In and Out
  • Arcs
  • Exaggeration
  • Secondary Action
  • Solid Drawing
  • Appeal

George mentioned to think of the solid drawing more as solid posing when it comes to 3D Animation.

We also watched a video about using spheres in more complex shots to break down motion arcs, and how tracking over existing shots with high visual appeal with spheres can show how simple it can be to create such appeal. The breakdown of the shot from ‘Brave’ was my favourite, as when viewing the shot alone it was easy for me to get overwhelmed when thinking about how the animator managed to create such satisfying movement in the characters, and while the overlay of the spheres doesn’t discount the animator’s talent it does make it seem much more achievable with practice and understanding.

George advised we do some post sketching, focusing on anticipation, lines of action, and clear silhouettes. I went to the V&A museum to sketch some of the statues, and also used the Bodies in Motion site to sketch some still frames of interesting poses. I sometimes focused only on the silhouette, sometimes only drew a stick figure representation, and sometimes sketched out the full or nearly the full pose. I also tried to draw over some with lines of action so I can translate this understanding of them into my 3D animations.

For the practical work, we animated a pendulum shot today, with extra focus on learning the ‘Follow-Through and Overlapping Action principle.

We also got feedback on our bouncing ball animation from last week.

My bouncing ball animation:

My feedback:

  • Have more of an arc on the entrance drop of the ball
  • Have the stretch come in a little later and make it more extreme
  • On the later bounces, track how low the ball is and make sure its height at the frame before impact is getting lower each time
  • Drop off the squash and stretches sooner
  • Have more rotation on the last few bounces and as it rolls
  • Add a few more frames to the end to give it time to come to a halt
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3D Computer Animation Fundamentals Animation Term 1

Week 1: Animation

For this lecture, we were introduced to the brief and George demonstrated how to do a bouncing ball animation in Maya.

We were shown a good YouTube channel, 3D Animation Internships, which shows shot progressions from various big 3D Animated films.

For Maya, we were first shown how to set up a new project:

File > Set Project…

Then George showed us how to change preferences and the best preferences to use:

Windows > Settings/Preferences > Preferences

Once we had set up the new project and our preferences, we then downloaded a ball rig from Behance and referenced it into Maya. George then drew out how to time out the bouncing ball, explaining how the motion and energy of the ball drops off steadily until it comes to a stop. He also explained how the ball will be at its slowest at the top of its arc, and fastest at the bottom, and drew the timing of these frames accordingly. As a class we followed along with George as he animated the ball in Maya using the drawn out timing as reference, first blocking out the ball at its lowest and highest points, then the arc of the movement, then the speed. Finally, we added in some squash and stretch. He also explained how even realism animation has squash and stretch, just not the change of volume that stylised animation has, such as crouching before a jump and then stretching out during the jump.

George also explained that rotation order when animating is important to avoid gimble lock, which can cause animations to bug out and not work as wanted. When using the rotation tool while animating in Maya, the rotation order should be x>y>z. This can sometimes differ between different software.

Before the next session, we need to make a SyncSketch account (for feedback sessions), finish the ball shot, and upload it to Syncsketch. We should only playblast our shots for these feedback sessions instead of rendering, which we should do for the final submission.

We were also told to buy a copy of ‘The Animator’s Survival Kit’ which I already own from my previous studies.