The Animation Process - Blocking stage



Since the last blog post I have started the animation process after briefly checking the skin deformations one more time and conducting basic scene management preparations (organising layers, hiding unnecessary bones and goals, etc.) before finally getting started on the animation.

As I have mentioned before, the aim of the project was to create a walking animation, a pose animation and a jump animation for the chosen (human, biped) model. The animations would’ve been presented separately by having the character walk first, then strike a pose and ultimately perform a jump of sorts. The issue was that no matter how hard I looked through other artists’ animation reels, I couldn’t find such simple and rather ‘secluded’ animation cycles. Most of the reels told a story, or multiple ones. The idea is the character was never ‘just’ walking or jumping, or striking a 3 seconds pose and then that was it. Most of the reels had the character/s perform multiple actions, they had the characters acting, not aimlessly walking from point A to point B.

As a result, I have adopted a slightly different approach when it comes to the composition of the demo reel deliverables: I have since gone through a series of ideas on how I could combine these three different animations to create a one-off, complete animation where the animated model displays at least a trace of character, where the model acts as if it was alive.  This is also based on the specific requirements of the jobs I have identified in my ‘Further Research and Observations’ blog post where ‘bringing characters to life with realistic human and animal motion’ is an actual common requirement. The ideas went from having the model strike some sudden dance moves while walking (on a catchy tune) to performing some flips as an athlete, although I did not settle on an idea yet.

I have then started animating the model using a combination of the straight ahead and pose to pose animation techniques I have identified and written about in the ‘Research – The Animator’s Survival Kit’ blog post. I had the character start walking at a rather normal pace or ‘walking on 12’s’ because ‘generally, people walk on 12’s’ as I have also noted in my ‘More research – The Animator’s Survival Kit – Part 2’ post.                                                                                           



I was pleased to discover the rig I have built is working accordingly and the mesh deformations are at least average from what I have seen until now. There weren’t any wrong bones interactions or strange mesh deformations either.

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