Friday, December 13, 2013

Animation Tests

After a few weeks of key framing and researching, I have developed a few tests and trials for my project. Firstly lets take a look at a motion layer, a computer self generated walk cycle for my rig. 


In this animation the gait is all wrong for a cat-like motion that the creature was initially given. So I keyframed my own version using pieces of research I found. I changed the speed, how high the legs were lifted and how much rotation there was in the hips and shoulders. This was the result.


In this animation, the walk is a bit slow and there is a weird motion where it speeds up for a moment. In my third attempt, I sped up the animation and changed the spacing of all the movements so it flowed more.

This animation was a bit too fast but the overall movement was very realistic and similar to my research. In my scene, I had my creature jump, this is an early test.


This animation was a very early test. I got the key frames of the start and end of the jump. However the spacing was all off during the jump. However I did start to using anticipation.


In this test, I sorted out the jump, making it look more realistic, then I started to add the follow through of the creature after the jump, while it turned around. In my final test, I finished the jump, turning the creature around and it roaring on its hind legs.


However when the creature turns around it's quite jerky and less liquid then it would be if the creature was real. Additionally the roar wasn't as good, as it feel less powerful then it was intended. For future reference, when I finish the finish animation, use camera motion to give a sense of appeal. 










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