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Showing posts from March, 2022

Week 8 - Moving to 2nd Animation

      So, I'm not exactly liking my progress towards my TMNT animation, as the workload was greater than I expected. I over-keyed his stumbled movement at the beginning, and while attempting to cut the animation short, I've seemingly made him react to the ball impacting his face way too fast, and it is pretty frustrating to try and stretch out the keyed frames for the turn around. And so, I will put it off for the moment and work on my next animation, which will be an easier approach to adding to my senior portfolio.     I wanted to proceed with a game animation next; I realize that actor, cutscene, and or animated picture-esque animation takes some time to really look and feel fluid, even with it possibly being only around 10 seconds or lower. The amount of emotion and exaggeration you have to put into the poses, and transitions between poses is crazy, and so I'd like to continue with a miniature game animation.      In a few of my classes, it wa...

Week 7 - Cutting it Short

         I told myself earlier this semester that I would (around this point in time) be working on another animation, however I underestimated the work that I would have to do on a stumble pose to pose animation, so I'm planning on cutting things short for this one. Instead of a backwards hit to the head, stumbles from left to right, and a pose looking back at the camera, I will now just do an idle, to turn around, to stumble, and quite possibly end it there, unless I get a streak of frames looking near perfect (at least to me), this will be the procedures I'll take.       I attempted to use the inside controller that's mainly used for rotation on the rig so that he can turn back to look towards where the ball (or snowball for you guys) hits him: Smack in the forehead. Transitioning to the mini stumble , from the turn backwards is a definite work in progress, as things go so fast that it may seem intentionally keyed, but I would like it to be a ...

Week 5 - A bit of splining

      It seems I'll need a bit more time on this animation. From the beginning, I had an idea of how I wanted the animation to go, but not exactly much written down, or the estimated timing I needed for such poses. And so, I've gotten things a bit more planned than before, and from the get-go, I realize there's a lot more frames to be keyed than I thought there'd be.     I've remade my animation outline with the many key poses and their "build up to key pose" frames (anticipation, breakdown, in-betweens, etc .), but here’s a basic rundown of what’s to come: Idle Impact Stumble (left and right) Stop and Realization (or anger) Turn to face camera Disappointed Wave     I've made the verdict of putting keyframes to turn Ralph back to what he was viewing... if I give myself enough time to do so. But I digress: For this week, I worked on the first part of Ralph's stumble and impact of the ball hitting his head. There might be too minimal root controller...