Tuesday 15 November 2016

Walk Animations

 
 This character is one that I found in the session folder. Following this, I began to animate a sneaking cycle as I liked the way that anticipation and exaggeration adds to the action and emotion of the animation. Oversall, I like the timing and movement on this as there are some nice distinct poses that really convey the character. The exaggeration in the leans of the character also help to get across the idea of the action. The weight of the character is especially interesting as the impact can be seen when the foot lands forward. I think that there are some very slight issues in the positions of the hands which could be fixed if this was attempted in the future but overall, the movement seems strong and not much of an issue. If i were to compare this to the Daffy Duck animation then I would mention that this seems to have a lot more character in it where as the other one doesn't and in having this emotion in the character it better puts across the idea of the character's actions, motivations and thought process. This was an enjoyable process though as i got to practice with a walk cycle, something that I had not done before in 3D animation so I could work on timing, spacing and overall characterisation through the body movements.     






 This is a Daffy proud walk cycle. It was created through the analysis of the walk cycle on the Preston Blair movement image at the bottom of this page. I am happy with the timing of this animation but there are some issues. Unlike in the animations that were in the lecturer's examples, there were some issues with getting the feet to be snappier and flick upwards. The hands had originally been more bent but following this i straightened them to give more of an insight into the possibility of power walking. There were no eyebrows or eye lids on the character so the animation seemed slightly more generic. The emotion therefore had to be conveyed solely through the non verbal communication of the lower body. This worked to some degree as there was a clear sense of weight in the character's footsteps but still the character seemed lifeless with dead eyes. I think if i was to do this animation again with more time, i would rig the face in order to create a better opportunity to animate facial expressions to better get across the emotion of the character. Looking at the poses, which i created through blocking the movements in four frame intervals, it was a fairly systematic animation which didn't cause too many problems. I prefer the animation on the other walk cycle though as I feel it has more character than this one.       




                                         

Using rigged characters by Jason Theaker found in the session folders from the class, Advanced Character Animation. I DO NOT OWN OR CLAIM TO OWN THE CHARACTERS OR THE RIGS IN THESE ANIMATIONS.

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