Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Wednesday, 23 November 2016

INTERACTIVE :: 23/11/16 - Final Touches

Spent today preparing the moth assets for integration into Unity!  I decided to make both a pants/no pants version of the character, since putting pants on the moth was a happy accident in the first place.  I really wish I'd had more time to make variations on the character, though unfinished UVs for a Royal Walnut moth variation exist - He's missing the correct markings on his wings.


While I was at it, I also did a proper 2D turnaround sheet for my current moth, and colored in the reference images I used while sculpting it.  Looking at them, the character has remained overall the same through the concept and finalization stages.





The Unity setup was easy to manage once I got a few pointers on how to go about making transitional loops.  I also refreshed my knowledge of booleans.

A few of the animations had to be edited though, due to the loops not being completely smooth.  The walk cycle has had a frame shaved off the beginning and end of it, and the jump animation was split into a jump and fall cycle.  It went pretty smoothly and I'm really happy with how the end result turned out!

Here's a playtest the animation states:



The last thing I did for the project was worked on a quick introduction sequence to familiarize the player with the backstory of the game.  I went for a sort of scroll-esque, history book feel, similar to things like the ending sequences of the early Fire Emblem games and the introduction to Zelda: The Wind Waker, so I have gone with a sketchy sort of line style and sepia toned images.





It has since been compiled into an intro video and will play at the beginning of starting a new game.




With that, I've more or less finished everything required of me for this project, which I'm actually quite surprised about.  I did not expect the process to go as smoothly as it has, and while I feel as though I fell behind schedule for a good amount of the process, I've made it to this point and feel very calm and prepared for the whole thing.  The project itself has been a very good learning experience, though admittedly my involvement with the Unity aspect of it feels minimal, but I have been able to draw on experiences and practices that I learned last year, and discovered that I could create a model a lot more quickly than I have before.  

There were very few, if any snags in the process, and things largely fell behind due to my own time management than any issues with the programs, concept, or group.  I messed up in a few places when I was rigging the character - the arms don't bend at the right angles, and I had issues with his knees due to not creating the slight bend in the bones where the knee joint should have been.  These were all adjusted and overcome relatively easy though, and I had no issues with the animation process at all.  I'm still not 100% with creating what I believe to be fluid and realistic animations, but for my second time animating a character, I feel as though I did pretty well.

In terms of development, I feel as though the character concept was pretty solid throughout the entire process - the team did not have anything negative to say about my moth, and he did not need much in terms of refinement, beyond a slight change in body shape.  I do regret that I wasn't able to make extra color variants of the character, as I would have liked to have seen a whole spectrum of moths, but I may do these in my own time.  The creation of the moth's pants was a happy accident, and I feel has been the only major change in the design process.

The team has been wonderful too!  We all worked extremely well with one another, each of us assigned to an area that has been completed within the timeframe.  I feel as though we're all ready for presentations tomorrow, and am confident that our game will look really good once all the coding has been sorted.

Saturday, 10 September 2016

CINEMATIC :: 09/09/16 - Exquisite Corpse completed

Friday was spent adjusting my current animation to fit in with Matt's first frame.  I'm actually pretty pleased with the subject matter because my other idea for this project was also a creature morphing into a mask.

It does look a little shoddy in a couple of places due to shape tweens however.... still, i'm looking forward to the full animation!


Tuesday, 31 May 2016

CINEMATIC :: 01/06/16 - Role changes

I spent the later half of last week sick, so regrettably I wasn't able to get a lot done.  Our group has been making a lot of good progress with how we want things to look and the kind of animation that we're striving for, but the tutors really want us to crack down on animation so that we have the animation there, even if it needs a lot of refining.  It'll be solid and set and out of the way, and the sooner we can get that done, the better

But because of this, I've been moved from mattepainting duty to animation, where I'm currently working on in-betweens for Shot 4 and shot 7!  There isn't a lot for me to do that Tea hasn't already captured beautifully, but the sooner I get these done, the sooner I can work on whatever else she needs me to add to and the sooner we can have these roughs finished!

So far this is all I have to show.  I'm noticing now that my timing might be a little off - it not as fluid as I'd like, but i'll see what the team thinks tomorrow.





As for my mattepainting, this is where I had to leave off working on shot 4:



Thursday, 12 November 2015

FINAL SUBMISSION

FINALIZED 3D ANIMATION

Sound ended up quite basic, but I feel like it got the motives across.  Embry ended up looking more thoughtful than actually upset but who’s to say his small mind isn’t already working out how to get Vasili out of that big crystal?
sound effects taken from http://freesound.org

Sunday, 1 November 2015

02/11/15 - Walkcycle and animation

Spent the rest of the week working on animating my character!  In the process of it, I discovered that my camera shots were nowhere near long enough to work with the mood and atmosphere that I wanted to portray in my scene.  Because of this, I've sortof skipped the keyframing part of the assignment and attempted to go straight into a fully rendered animation.  I feel like knowing exactly what my character is going to do is going to help me figure out how long each shot should be.

Here's the walk cycle I was working on over the weekend:

Today however, I have learned about the value of playblasting and how it can help me with the timing in my shots.  Currently everything is playing slower than i expected it to, and I only discovered it through the following playblast:


Plans for today are to work on refining my animation, and get the scenes to the length of time where I want them