What I did this week:
Final Concept art: Obviously it’s the toucan, that I fell in love with, it’s so adorable. Looks more like model sheets but that is because I’ve already gotten the colour palette sorted. The Toucan will have the same colour palette as the blue concept image from round 2.
Final Storyboards: Very basic and sketchy, but it has developed from the last drafts to have more of a lead up to the toucan costume reveal (head reveal). Shot one is lengthened and has become a cross between what shot 1 and 2 were to keep the bird head hidden.
Blob Character: This was really fun to make, its based on the cute dog like a character from the ABC children’s show “Bing and Bong”.
Creation of Animatic pieces: I separated the pieces into different shots, although shot 1 needed 2.Alot of the pieces are reusable which is fantastic and practical. I made every piece on a different layer as well so all pieces can be animated independently.
Basic modeling of character: Just using turbo smooth, and very simple modelling of the toucan head (without eyes), the body and legs (cloned). I used a low poly cylinder as the base.
What I learnt this week: You remember more than you think. Life isn’t fair. WordPress loses stuff easily like this blog post that I had to write twice, hence why the formatting isn’t that nice and it isn’t as nicely written cause all my work got deleted. I learnt about using subdivision and using a facial rig on a simple character, through making the character I learnt more about modelling and how subdivision mores. How the orange cage is the model without subdivision and how to modify the shape of the model with subdivision. Also learnt about how the morphifer tool works and how useful it is. I learnt how to make controls for the rig. Some stuff went over my head a bit, but I saw and understood the basics or parts of it.
Here are my notes, in simplistic dot point form.
Linking and controlling the limbs throught constraints in the animation tab or hierarchy
Animation bone tools
To make controls in create panel, circle square icon, the 2nd logo
Align the controls to bones, select bones then use align tool and click on target
Bone to control, animation, constraints, positions
Make sure model is centred
Look at constraint
When doing it with bones
Constraints loook at constraints
Select control above
Source axis y
Select upnode, none
Select control below bone
Upload to upload axis y
And get rid of viewline length
Squash and stretch bones under properties select squash
Link all eye parts to head control
To get the eyes to squash and stretch select the ffd then add a skin modifier add head bone
Add morpher under skin on mesh
Make duplicates of the body
Can combine poses together
To make control panel use shapes, make square then circle, link circle to square
Right click parameter wiring/ under animation window
Select what will control what
Add info *mutliple, – (negative number for it to do something in another direction
Zero out/create basic position
Select all controls
Alt right click freeze transform
Eye and look at constraint
In class information
Memory from this video, relating to animatic piece information. https://www.youtube.com/watch?v=PEKpk9rN2S8