What I did this week:
Making the skeleton and rigging my character, the bone tool sometimes went a bit weird, this may have had to do with the viewport but the bones weren’t sitting in the body correctly. Used IK controls in the legs and arms, made some controls for the body and linked them to bones.
Skinning my character, rigging the character was difficult as some of the bones wouldn’t appear. Especially Bone 005- the head bone. It only appears when in rigging something else.
Mouth Morph targets, I made several variations of mouth shapes, if they are leaning towards an expression then it is angry, as Jade is always angry in the scene. This will allow me to animate the mouth.
Brainstormed ideas for my specialization animation, at the moment the transformation animation is a ballerina into a swan, the shadow box\puppet idea is going to be combined with my action scene in a trapeze scene- inspired by The Greatest Showman and Cirque du Soleil. the pantomime is either an animal or ice skater they haven’t been given as much thought.
Looked at the inspiration for my cross-discipline project.
What I learnt:
How to make controls and use constraints, relearnt how to rig and skin. How to lip sync a character a bit, but then I started working on my rig.
Notes from Cameron Fielding’s video on using reference:
Create animation that the audience can empathise with. The gesture and the pose above the movement.
use Mayas and put the videos on a plane, can render them out through playblast and can edit the curb of how you view, to slow it down or reverse it.
Focus on the poses, pictures, the combinations of pictures\poses that create the motion or expression evoked. With action, the physicality of the action is the focus whereas in emotion it is the subtle movements.
What’s Important to looks at:
what pictues\poses do I need to understand this movement, to give the impression of the movement/emotion, the pictures that you remember of the movement. Draw the poses, find what you focus on capturing, the thing about the pose you can’t quite capture that’s important.
How to summarise action:
Changes in direction- top arc in movement for example. The Extremes.
Ins and Outs. Breakdowns.
Weight shifts. Combination of above.
You can’t just go through every 4 frames
You can’t just go through every 4 or 8 frames to get the summary of the animation, cause you can miss about on a lot of the key actions/poses especially in a really dynamic, complex or honest heartfelt scene. You need to focus on capturing the key poses, they aren’t always evenly distributed so an be missed by just playing every 8 frames.
Fielding, usually just goes through looking for change in direction, if through doing that you don’t capture everything the go look for ins and outs.
ins and outs are how the change in direction happens, the frames just before and after the change in direction. The slow in, slow out or fast in, fast outs.
Make a choice on what to focus on based on what you think is most important to depict and your first impression. Don’t over analyse.
If you simplify the reference you understand. If you simplify the reference you understand it more.
Be technical then be artistic.
Look for ins and outs that have an interesting pose, that you like.
Look at the direction change and look at the close frames to find the most appealing pose, depict the feeling or action better.
Creates a better sense of scene.
Embellishment can’t be taught, its from your artistic style.
Toggl reports: https://drive.google.com/drive/folders/1abpv_RYGV8bGYSom_KfuVyTh0xsGRNK5