Animation DUMP!
After almost 20 days of not blogging, there is a lot to talk about. After I had got the lighting done and the rigging of the character sorted out, I began to animate! Scene to scene I started by blocking out the movements, taking the movement and timing of the character into consideration. After the scenes were blocked out I began to tweak and add the smaller movements, the main of wich is the neck as that is the control that will move the camera. I focused on having constant camera movement making sure that I get the most natural result for the animation.
I had a great time doing the one thing that was left for the bulk workflow, and came across only a few set backs. One to mention is the use of the graph editor. I had a small understanding of using the tool before as I had used it in previous animation, however, I had to take to research to get the most use out of it for the more complex animations I was doing here.
One good point of the process was the fact that I could cut a lot of corners wich saved a lot of time. For example, I only needed to animate parts of the body that was in frame of the camera. So I could have the main body floating for a lot of the movement but for scenes like the running animation, I could start the run cycle when the camera looks down.
Here are key parts of the animating process I took on the way!


















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