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 was said that with game animation, when the player controls the character in-game, the motions and or animation should be snappy, and responsive the moment the player presses a button; so I want to capture that in this next animation.
Not sure if I want to do the idle to kick and back to idle, or just the kick loop. However, I'm sure as I try to spline it, I'll get an idea of what I want to do to keep the workload low and to work on more rigs to increase my expertise. I've attempted to put less poses in to ensure that I get a "picture-book"-esque feel to my blocking, so that when I eventually put in in-betweens, everything doesn't feel over-keyed and disorganized, like most of my animation projects...
Also I've been told by our animation teacher that constraints really help out, and recently more information about animation layers (I know, very sad), so I would like to believe progress will go a bit more smoothly.
Current Progress with Upwards Kick
Reference
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