Final 493 Senior Portfolio Post - Semester 2
Hello! Welcome to my last senior portfolio blogpost. I would
like to discuss the problems and successes of this semester’s animation work,
and overall, how I did as a whole in improving myself as an animator.
This is my second semester of senior portfolio. My first
semester focused very intensely on one animation, as key poses weren’t the
absolute best, as well as there being too many of them in the stepping process.
I was able to get another animation in last minute, however it, and the
dialogue animation lacked true polish and cleanup.
My goals were to polish quick, and simple animations (preferably 3 of them), rather than presenting myself with difficulty right off the bat, as well as obtaining a better understanding of keyframing as a whole. However, like I always do, I ended up going on a wild tangent with my first animation, as well as finding a few complications throughout the semester.
This semester had shown the same problem as last semester, sadly. When starting
off this semester’s animation, in which showcased a “snowball”, as my teacher
would rather call it, impacting off of the TMNT turtle Raphael’s head. I had
prepared video reference of a rather simple idea, and although not the best acting
was created, the reference helped a decent amount.
I then wanted to expand upon the animation, wanting to
create a stumble, and then leading to the realization that the people recording
(as I added camera shake to simulate someone holding a camera) are the ones who
threw it. This was looking to be good progress, but then I met my worst enemy: Dealing
with the root controller of the rigs.
Instead of plotting out root control translation and
rotation, I would plot out the certain parts of the body first, and then the
root control afterwards, which provided terrible results. This stunted my
stepping of the expansion of my progress, as moving to splining showcased my
blocked key frames not being as nice looking as I’d thought.
This eventually led to me cutting the animation to just an
impact hit, and however having the turn around a little too fast, decently sold
the impact of the ball hitting.
This then led me to my 2nd animation, due to my 1st
animation feeling as though it were getting nowhere (rushing into splining without
proper cleanup of key poses), in which was a 3D copy of a 2D animation of an
upwards kick attack from within the video game “Skullgirls”.
One miniature problem I had at the beginning was that I could not read, and see that the readme.txt provided with the rig stated that it needed a rig plugin installed onto Maya, so the rig could work properly, so I had some complications with not being able to step animation at the beginning, as it would default to splining and nothing else.
But besides that, I had believed to be making good progress on the animation,
as I was able to get a good grasp on the fast and zippy animation of an attack
that the player controls, rather than it being an enemy. I had been told in what
I believe to be my motion capture class that enemy attacks can look as expressive
and detailed as possible (as well as having many keyframes to show startup and
the end of an attack). However, when it comes to game animation where the
player controls the main character, they want a flashy, responsive character to
control, and so I was able to replicate the speed of the fighting game
character’s upwards kick.
Then it hit me. The unorganized stepping/blocking of my
animation made splining a living hell, as many body parts would struggle to stay
in a uniform look. My root control, as seen in the video, moved too much in the
z axis, as I had been moving it to better sell that her body was rotating for
the kick.
In addition to this, there was a separate root rotation curve
that I did not use until the last second that was intended for rotating the
rig. So instead, I accidently went and rotated the main root, in which also stunted
progress.
I was able to fix a bit of the stepping, and as the semester
began to come to an end, I decided to put my own timing on it. Although I decided to
ignore the rule of making the animation quick and snappy for the player, it was good practice for creating my own fluid timing with what reference animation I worked with.
I was definitely able to learn that animating the root control and it's rotation curve first is a must (if there's any movement outside the bounds of the root control's circle I guess), as progress will be stunted if you use it last, as well as working on my timing and holds of my animations.
Overall, if not for the busy semester I had (as well as
terrible workflow and testing of the rigs used), I’m sure I could’ve polished these animations a lot more.
But, as my time at this school comes to an end, as well as my license in Maya,
I will continue to create better pieces for my portfolio on my spare time, as
my teachers recommended, in other programs such as SFM and Blender (in which I will definitely
have to learn quick). Thank you for reading.
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