Sunday, 5 January 2014

11 Second Club Part 3

Since my last post I have pretty much finished this animation and I've already entered it into the online competition for December. I'm hoping to get some useful criticism both from other animators online and my course tutors so that in January I can tweak and refine it so it's something I can really be proud of.

So after my original block through I made a few changes, mainly to the run up of character 1. Because of the pace he needed to hit the wall I had top extend his run up and this meant extending the length of the set. This also meant adding a camera to follow his run. As well as these things I made a couple of changes to character 2's reaction. I emphasized the initial reaction to the bang and tried to slow down his turn. I have already added some anticipation poses in a previous block through so  this is the linear interpolation version.


In this next version I have added some basic facial expression (ignore those eyes for now please). In the graph editor I have also added slow in and outs and started deleting unnecessary keyframes to try and smooth out the movements. It's starting to get there but there are still things I am unhappy with, such as the look up from character 2 still seems very robotic.


The next step was to add some basic models in here to tell the story so I created the scene out of 1 single polygon cube duplicated over and over to make up a wooden room. I know this is very basic but modelling isn't my strong point and I didn't want to take too much time out of animating to worry about that right now. For my showreel version I will aim to refine this side of it more. As well as the model I have spent time on the face and eyes and more time cleaning up the graph editor as well.



This next version is the what I submitted to the competition. I still don't consider it finished and looking back I know what I want to change and that is the turn to look up from character 2. I think it would be stronger if he holds his position looking towards the camera then does a qucik turn to look up rather than the slow one that is there already. Anyway, as I said before I am hoping for some good crit from other people on this too so there is definitely still work to be done.


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