Categories
3D Computer Animation Fundamentals Animation Term 1

Week 11: Animation

This week we’ll be splining and cleaning up our Body Mechanics shot.

Body Mechanics Blocking feedback:

Feedback from George:

  • Arch back more in first few frames
  • Frame 14: Add in some asymmetry, make sure the silhouette is more readable. Give arms nicer arc
  • Frame 23: Hip placement feels weird, doesn’t really lift between here and the next frame, it just moves forward. Might be best to delete this pose entirely, or keep it until splined only to tighten graph curves before deleting keys on some of the controls later
  • Frame 29: Push the asymmetry, and make the silhouette readable
  • Frame 54: Add more scrunch to the pose, add anticipation before the pull up
  • Frame 63: More scrunch and curve to the back. Need to feel the effort of pulling himself up
  • Frame 70-76: Move elbow controllers. On 70, both should be pointing behind. On 76, screen left can be pointing more outwards. On 76 the screen left arm feels too straight and unreadable
  • Frame 84: The silhouette being unclear is a big thing here. Some unclarity is okay (eg it might be unavoidable to have screen right leg overlapping the screen right arm) but the rest should be as clear as possible
  • Frame 91: Try lifting the screen left arm. Not a necessity but it might help clear up the silhouette a bit
  • Frame 91-102: Have screen left arm more lifted in general, and more outwards/behind on frame 102

Next blog posts:

As mentioned in my previous Immersion blog post, I have an extension on the Animation Fundamentals unit and will be doing another blog post before the final submission post summing up what work I did between this week and submission.

Categories
3D Computer Animation Fundamentals Immersion Term 1

Week 11: Immersion

As I mentioned in my last Immersion blog post, I decided to buy the M-rig pack from Ramon Arango, and to use a few in this project. They were quite expensive, but I really liked his Artemis and Apollo rigs so I found the price worth what I would be getting in return. I did unfortunately find a few issues with them (mostly issues with the clothes and how they look with various rig poses), but I have already seen Ramon mention on his Discord server that he will be working on any bugs and issues, and releasing updates in the future with fixes. The issues aren’t so big that I can’t use the rigs, so I’m happy with them for now.

Using one of the rigs, Minerva, I started blocking animation for shot 0080 and 0090. I also did the same changes to the base rig file as I did with the Apollo rig to prepare it for UE5 import (removing N-gons, renaming materials, hiding faces, applying materials to the faces and not just the object). I still need to remake the materials in UE5 for the alembic cache import to link to.

Because I have an extension on this brief, I asked Serra what to do about blog posts updates, and she (and Friendred separately) advised that I make one last blog post before the submission post summing up everything I did between this week and submission.