Advanced Animation - Exercises



29/09/2023 - 04/07/2022 (Week 01- Week 04)
Yong Kai Yi (0352826)
Advanced Animation
Exercises


Exercise 1 - Bouncing Ball

Progressions:
fig: adding keyframes

fig: change the x axis to linear

Right click x-axis in the graph >interpolation mode> LINEAR , so it can move left and right gradually not slow in slow out. 

fig: adjusting the arch

Final outcomes:

beach ball
fig: beach ball final rendered


bowling ball
fig: bowling ball final rendered


pingpong ball
fig: pingpong ball final rendered


soccer ball
fig: soccer ball final rendered


soccer ball squash and stretch
fig: squash and stretch final rendered


Feedbacks:

Pingpong needs to see the reference carefully, it goes faster at the end, so adjust the timing. Squash n stretch (as I am struggling in matching the rotation of the ball while adding squash and stretch as the controllers are not matching the arch), try using another controller for rotation that does not affect the rotation of the controller so it can animate the squash and stretch without being affect of the directions.
Make good use of the graph for timing adjustments (esp beach ball), no need to manually add keyframes (as I was adding the rotation with accurate calculation in order to ensure the ball rotates 'logically' when it slows down, Mr.Kamal suggested me to use the graph, adjust the curve of the controller to control the speed and timing. 


Exercise 2: Pendulum

Progressions:

fig: animation 

We start by adding keyframes for extreme first, then add the in-between frames, adjust the timing, I'm using 444333222111, and add more flexibility by adding keyframes for the bottom two bones.

 
fig: render

Added plane changed the materials, added three area lights and one point light, and used Eevee render engine for the sake of my laptop. 

Final Outcome:

fig: pendulum final render

Feedbacks:
For the ending part, when the last bone shakes, need to add more frames to make it more intense, as for now it looks like purposely going left and right instead of being driven by the force. 


Exercise 3: Emotion Poses

References:














fig: Pinterest reference

I try to find some references with exaggerated poses for the emotions. 

Progressions:

 
fig: facial expressions

I start with the facial expressions, mainly using rotations for the joints, to avoid abnormal stretches of the joints or muscles. 

fig: hand gestures

I will start by using the presets of hand gesture then alter it to match the emotion, accordingly. 

 
fig: lighting, staging, rendering

After determining the pose including hand gestures, directions, knee directions, head directions, and facial expressions, I started to set the background, then adjusted the camera angle, lastly, I added lights to emphasize the mood, I used Cycle engine for happy, sad, and angry, while 'scared' using Eevee as it showcases the lighting better. 

Final outcome:

fig: happy final render

For the happy pose, I try to use warm color light and more brighter, lessen the shadow.

fig: sad final render

For sad, I try to lower the angle a bit to emphasize the down and the facial expression looking from the bottom. The lights are mainly cold color and one low light in front of the character highlights the facial expressions.

fig: angry final render

A mixture of warm and cold color light, with a lesser percentage of cold color, and a warm color background to emphasize the anger. 

fig: scared final render

Try to create contrast, one side is dark and another is bright with some dynamic range of colors to show something scary is going toward the subject. 

I was suggested to add a rim light for both the scared and angry poses, hence I added a rim light behind the character and resubmitted.

PDF:



Feedbacks:
(As I was a bit struggled in matching references I wanted to use to the character) The references are too cartoony, have lots of stretches that do not match this human character, can still refer to but not forget the joints and muscles, stick to the logic of how the human joints can move, and consider the limitations while referring to the references. 

(Poses, I made 2 versions each for angry and scared as I was a bit indecisive) Mr.Kamal chose this angry version as it has a more dynamic line of action, but just avoid symmetry, try to change the weight to one of the sides so the character will lean to one side more. For the sad, need to adjust the spine to emphasize the curve. For scared, the latest one has potential but because the reference is too stretchy, try to make the arm a bit curvy not too straight, and maintain the curve of the joint.

(Render) For the background, try to avoid 3 points or corners, just leave it a plane with a horizontal back wall, and try to maintain an eye-level camera angle (as I made a high-angle with foreground), Mr.Kamal said need to focus on the poses so don't cover the subject, just leave a simple plane. 


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