Thursday, 29 November 2012

Run Cycle Attempt 1 Tweaking...

I tweaked the arms, added foot pressure and trouser movement below:

It's definitely a little tidier and I'm glad with how it's coming along after the little trouble I had earlier. Might have a break from these cycles and have a go at some reactions. After looking in The Animators Survival Kit, I've found a guide to creating surprise that I'd really like to have a go with. Onwards and upwards! :D

Wednesday, 28 November 2012

Run Cycle Attempt: 1...



It's a bit wobbly but I like how lumbered his run feels though.  It's starting to look like a run too which is good, but I've got my copy of Richard Williams' Animators Survival Kit by my side, so I should get there eventually :)

Tuesday, 27 November 2012

Current Walk Cycle...

Here's how he's walking at the moment:


I've added more delay and made his heel now hit the ground first.  I like the delay in his arms and his head bob, I think it's almost there. Now to try putting a run cycle together!

@Alan, Walk Cycle Update...

After making a couple of blend shapes and adding some laces to the feet, this is where his cycle is currently at:


The texture's simple, but it works, and the blend shapes are working nicely on the trousers and shoes. They're controlled by a driven key one the foot control, which seems to be doing the trick nicely.

Any pointers about how to improve the cycle are much appreciated though, but he seems to be coming along nicely other than that :)

Monday, 26 November 2012

Updated Walk Cycle...

I created a blend shape to make the trousers respond more to his weight and movement, here's how the cycle looks at the moment:


Definitely is a big improvement, it actually makes it look like they're moving with him now. Good stuff! :)

Tweaked Heavier Walk Cycle...

Here's a slightly heavier version of the previous walk cycle:


Below is the same cycle bit with a few tweaks:




It's definitely working more now, thanks to the sad walk cycle Phil sent me, but maybe the coat expanding as he comes down is too much? Maybe he just needs to drop further down. I shall try all of these options and see how he looks!

Sunday, 25 November 2012

Playing with Walk Cycles...

Since I've been using the magical Pose Library script I thought I'd have a go at putting a rough walk cycle together. Here's how it's currently looking:


I also had a go at combining this walk cycle with another pose I made below:


They're a little stiff but I can see already that he's moving exactly how I wanted him to. I also love how his belt moves as he walks. Great stuff, now onto more posing! :D

Wednesday, 21 November 2012

Face and Rig Tests...

I've been busy getting our hero's rig together, so in the meantime here's how his rig is working:

Photobucket

And here's a new face test too:


Exciting times indeed! :D

Thursday, 15 November 2012

Character Rigging Test...

I've been having a good go at rigging my character and here's how he looks at the moment:

Photobucket

There are a few problems, such as the arms don't move with the rest of the body and the squash and stretch is a little too effective on the face and arms. However, this has been a really good experience so far and hopefully it won't take too long to get him finalised and ready for animation! :D

Sunday, 11 November 2012

Thursday, 8 November 2012

Interim Presentation...

Pre-Viz Animatic Update...

I've now changed the vertical & horizontal stripes scene to add a little more peril to our hero's journey:



It's definitely much more dynamic now, and I still get to have the moment when he's trying to hold back the blackness before it engulfs him entirely. 

Wednesday, 7 November 2012

Updated Pre-Viz Animatic...

I've tweaked the opening sequence and added a close up in the scenes with the vertical stripes. I also followed some more advice and turned the slope into more treacherous stairs and the chasm now disappears so our hero falls into the black, into the next sequence:


I think it works nicely now, but please let me know what you think! :)

Monday, 5 November 2012

Pre-Viz Animatic Update...

Here I've continued with the close up from the first scene, instead of having it cut back to the long shot:

Below has one other scene slightly changed. In the scene with the horizontal stripes, as the character passes through the middle and decreases in size I've also made him flip to the top of the screen:



Maybe that's an unnecessary addition, but let me know what you think! :)

Sunday, 4 November 2012

Pre-Viz Animatic: Part Four...

I've removed the jarring place-holders and instead made some new footage that I think fits in much better:


It's definitely an improvement on the previous post, but I've used a few cross fades to indicate that the scenes are supposed to match. For example, the chasm scene is supposed flip down into the stripes scene,as it did before, but I couldn't get it to do that in pre-viz with the new 3D steps. I think it's still much clearer though, but let me know what you think! :)

Pre-Viz Animatic: Part Three...

I've made the character react more appropriately in the old scenes and also tried to incorporate some close up shots too:


The close ups are a little jarring at the moment but when it comes to the animation there will be more of an emotional reaction with his face and body too, these are just place-markers at the moment. I think his reactions are working better now in the old footage, it's a little clearer what he's trying to do but do let me know if you have any feedback for me! :)