Animation progress status and observed issues
For the past weeks I have been working on the blocking stage
of the animation process. In the last blog post I had about 128 unfilled frames
(most important positions, no transitional frames) and now the blocking stage
is almost done at 407 frames. Although far from being complete or polished
enough, the animation is now starting to shape.
In the last post I
was also talking about how I have changed my approach on the deliverables of
this project in terms of animation composition. As I have started the demo with
a walking animation and then had the character transition into a form of
suspicious, sneaky walk, I have decided to have the model perform a few walk
types that all display a different persona. The first is a natural walk, where
the character peacefully walks along. The second one is when the character
walks as if sneaking into a building or behind someone’s back, treading
carefully and being extremely cautious of the surroundings to not alert
anybody. In the third one, the character walks as if he ‘owns the place’: he is
therefore strong, displaying a bold, shoulders-back, chest-up walk. Feet
twisted, knees swivelling with each step. The character would then transition into
a running stance after which the animation ends.
As such, having the character go through a series of
different walking acts that all display a different sort of personality with
different intentions would demonstrate my ability to ‘give characters unique
personalities and emotions through animation’ while also ‘bringing characters
to life with realistic human motion’, as seen in the requirements of multiple job
adverts. In addition, the demo will of course demonstrate my ability to create keyframed
animation while taking into consideration the animation principles such as
timing, character acting and more.
Progress
As I was saying, I am now on 407 frames in terms of progress
on the animation. Although not all of the frames have been animated (hence why it’s
called a blocking stage), I laid down the most important poses such as the
contact, down, pass and up positions for the walks. At the moment all the
action is structured on 12’s, or two steps per second as I mentioned in the
last blog post. This means that there are 3 empty frames in between each pose,
so between say the contact and down pose there are 3 other empty frames, which
leaves me with enough ‘space’ for details. The 407 frames animation looks like
this at the moment:
To realise the first walk I have used a plane to which I
have added a pose to pose illustration of a walk cycle out of R. Williams ‘The
Animator’s Survival Kit’ book as a diffuse colour map. The image served me well
as a reference for the first few poses of the character, granted I have never
worked with 3D animation before. The same is valid for the running part, where
I have used yet another illustration on a plane as reference, since there are
quite a few differences between the poses of a walk to those of a run. For the
sneaky walk and the bold walk I haven’t used any reference but rather worked
out of my imagination and photographic memory as I used to watch quite a few
cartoons years back.
Issues
Seeing the above animation render, there are quite a few
issues I have identified within that will need to be addressed.
Firstly, the first few frames of the normal walk are wobbly
and the steps taken are rather unequal. This I have expected as those are
really the very first frames I have ever animated in 3D. I might say the number
of controllers had me a bit overwhelmed at first, but further down the path the
walk starts looking better meaning I got used with the controls.
Secondly, there is way too much movement of the pelvis
during the sneaky walk part, which makes it look unnatural. The same is valid
for the hands which are moving too much for a character whose intentions are to
sneak. The hands sudden movements would instantly draw all the attention towards
the character, which is not what I intended. In turn, I will reduce the
movement so that the hands only help in maintaining balance rather than drawing
attention.
Thirdly, the bold walk seems too generic to me. Although I
think it’s the best executed scene out of the four, I also think it lacks detail
here and there. Maybe have the character nod his head left and right as if he
was saluting an imaginary crowd. Some more up and down motion would also be
good, especially during the down poses.
Lastly, the running animation part is again very wobbly,
similar to the first few steps of the normal walk. I will have to readjust the poses
and maybe slow down the overall speed as it seems too fast at the moment. I
also have to be wary of the ‘Slow in and slow out’ animation principle that
naturally says that a running person doesn’t simply reach final speed as soon
as it starts running and nor does it stop in an instant.
References:
Indeed.co.uk. (2019). Animation Jobs - April 2019 | Indeed.co.uk. [online] Available at: https://www.indeed.co.uk/jobs?q=Animation&start=10&vjk=c9476d0f54bbedeb [Accessed 11 Apr. 2019].
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