Portfolio Project – Promotional Materials

This is the portfolio project promotional materials blog. The goal for this project is to have portfolio work and CV’s presented in a way that we can present our work in a professional and easy to read format and potentially find work within the industry. The goal is creating a CV, a Showreel and Website. These elements have been created pier to submission so this’ll be an updating of a lot of design elements.

 

To start, this is the original CV that was created, its lack of unique design and simple text is a good example of how to create a standard CV for general non-creative markets. Lack of eye-catching designs or colours just straight to the point and informative. However with trying to find animation work it’s good to try and stick out more visually compared to that of standard CVs.

3D Animator Resume Examples & Templates (2025) · Resume.ioHello to all ! | Alice Margout

Researching what other 3D animations and graphic design artists have done the starting point in finding the information needed for the industry, keeping the technical skills part the earliest part of the CV to help know what you’re capable of at the forefront. Stating what software seems to be the stronger of the visualization of skills, as a bar shown on the left CV fails to illustrate how much of something it’s referring to.  The colours of the two stay within a triad of colours, only using about 3 in total. Blues, whites and blacks with maybe something else to spice up the colours, it helps contrast with the icon colours which stick out with reds and oranges. The styles of each of them have a bold simple shape language, being more abstract than anything tangible to most likely help avoid getting distracted by the shapes and focus on the text the only readable aspect of the page.

 

After looking at other CVs, researching into Colour pallets and general styles helped the process of updating the CV. Monochromatic, and complimentary colours were a heavy focus, looking at reds, blues, greens each end of the spectrum to see what worked even taking some photos for inspiration. However none of these felt like they had a goal of readability and were just more loud brash colours and can hurt where and what the reader sees. The blue monochromatic was attempted and the lightest colour within it felt a tad muddy and when used with the CV

https://www.interaction-design.org/literature/topics/visual-hierarchy

Hierarchy is a visual design principle which designers use to show the importance of each page/screen’s contents by manipulating the characteristics above, size, colour, contrast, alignment, repetition, proximity, whitespace/negative space and texture with style. This is an important factor to follow and try to implement for the project, ensuring that the design elements follow this hierarchy. An issue is trying to find a balance that makes its so clarity is always adhered to because the best thing for a CV to be is clear and the information be read and understood without clutter.

An example of using the exact colours from the palette (with the white background) it ends up being a little too dark to really read against the text and other colours and also has a slight dullness to it that doesn’t seem appealing to view.

After that attempt the next attempt was just pure white which helped read the dark texture on the CV and taking some inspiration from the CVs researched for clarify and tidiness of the CV which has a QR code to a Linktree which is a nice fast way of having the person whose reading check your other links and social media to potentially find you in other platforms.
Spacing and placement of text was considered to make sure that certain details were kept at the top again skills being the most important.

The Typeface: Bahnschrift and Poleno were the focus, as they have a slight softness while Bahnschrift is bold and easier to read at any size. The colours were #0F122E (Dark blue) #2870AA (Light blue) (#FFFFFF) White, sticking to a strict palette of three colours means that the reader can easily read and identify elements and keeping the most unique colour to bold points throughout the CV. such as headings of each category and important information.

 

The completed CV with icons for each of the softwares used. The last thing that most likely will be some feedback on adjustment of sizes of elements throughout the CV, like text for work, education etc. Some trimming will be needed to fix up the amount of information that should be shown. Cutting aspects down a lot might help for parts to be readable.

Adjustments were made to the borders, placement of text and some removal of redundant text to try and fix the important information in. The education part of the image could do with some height and size adjustment and some highlights however where the CV is now is most likely the clearest way to convey the important information.

Asking for feedback from Sarah to adjust some of the design elements and follow the design hierarchy so that everything on the page flows better and reads easier. Removing some lines from the work experience and shorting down paragraphs so they at maximum cover about 3 lines. Dropping down some of the design elements helps give some space for extra information rather than have everything bundled together and cramped.

Lastly adjusting some placement of elements then having the text underneath of personal text to give it a slightly more personal touch in the end. Lastly adjusting the side bar with more software skills to not have too much empty space. These were some of given feedback and adjustments that were updated. Next time keeping the design hierarchy in mind and making sure there isn’t too much text per-paragraph as this can be hard to read also making sure dates are shown for important information.

After creating a CV next was to move onto creating a Linktree which h elps people find your links and websites faster. These were put together to try and reflect the design ideas behind the CV, blues, whites and blacks while keeping things fairly playfull rounded and soft. The biggest issue here is most likely what information is needed and what parts of the linktree link to the spots that need to be focused on like Artstations etc. This will most likely need to be figured out and updated throughout.


 

 

After the Linktree the next was the Website and looking after various other Art websites the most common thing was to show off the work that you’ve done and a big part of that was keeping it simple and showcasing what you thought was your best work out of the many parts you have also showcasing the development it takes to get to the spot you need to get to, like for example concept sketches of a character to the final or the early roughed out stages before the final completed animation. Some have a CV with the website to make the two blend together as one complete work.

https://davidmcdaidsartportfolio.godaddysites.com/

    

This is the original website, using concept work for a project from undergrad. It features work I had been working on at the time, 2D and 3D artwork and lastly storyboards and animation work. Bringing this in to Henry on the first day, he gave notes about what to do a big point was to update aspects of the portfolio to focus on exclusively what I wanted to aim on so have more 3D and 2D rather than a general term like Art.

 

 

The updated website after the notes that were given to me by Henry, adding a section for each helps clearly and quickly identify what people are looking for however the most idea thing might of been to just solely focus on one end of the artistic spectrum than the other however both elements are strong enough to have their own section dedicated to them. However potentially future projects maybe an individual website might allow for certain projects to stand on their own.

Lastly for the website assets and relativent 3D modeling/animation has been added to the website, updating it with more current work. The frog model, its rig and the animation will also be in the showreel to show off a final project. What may be needed in the future is an isolated version of these to showcase the specific work that was done however the rig, its model and the animation done on it are presented in parts of the website.

 

After updating the website the next thing was to update the showreel, looking at various previous works of people who have created animation showreels each one has strong character animation. Focusing on demonstrating the principles as well as showcasing their skills with cartoon and realistic animation. Aspects like walks are used to show off how they understand that as well as aspects of animation that showcase squash and stretch, timing, spacing, easing in and out etc.

 

2022

A showreel from 2022 where only post-grad was available with animation work that doesn’t hit the principles of animation. Some work showcases what was the limit of my skill back in 2022 however as time progressed the work will slowly get better. The positive sides would be that the work shown was unique in its designs and stood out and showcased parts well enough to understand the abilities at the time.

2023

A year after this showreel was created, updating a lot of the original animation with animation done throughout the year. Its quality has increased and a lot of the sore spots from the original had been changed for the better however some of the animation work needed to be finished up and not left in a stepped stage. More spline work might  help increase the chances of showing off the principles better and look overall more professional. Lastly the static camera in some of those makes it feel a little less interesting and some shots being a little more dynamic might help with seeming more expressive however this isn’t a necessity.

2024
Similar to the 2023 version with animated parts rearranged to fit better and showcase off some more completed animation however similar to before nothing polished was showcase until the end and maybe switching to the polished work first then the rougher stuff later might help.

2025
The most recent showreel with updated animation from across the current year now a lot more work showcasing the animation principles clearer and some acting to add some spice to the animation work. Focusing almost on exclusively tom and jerry to focus on cartoon animation then also having my own original work in there to showcase some completed and polished other animation work helps broaden out the work. Overall this showcases the principles and acting which are two elements that would be needed and more work could potentially be put in here when its polished up and refined. Henry’s notes of the first version of this were just to fix the typeface as its difficult read for different sizes, the text isn’t clear enough on the screen and bold simple text would help improve the clarify of what was written.

Overall the elements needed to be updated were and hopefully this’ll lead into people looking for animators to give the work that’s been showcased a chance and maybe find work within the industry.

Portfolio Project – Creative Project – Final Project

For this project the goal was to create an animation portfolio piece that could be used for a showreel, focusing on the body mechanics, emotion and the 12 principles was a main goal of the project. After doing pre-production, designs for the characters, script, storyboard, some scratch tracks and reference footage it was then onto animating the project. Due to the scope of how the earlier story boards turned out the final project ended up being a portion of the whole and even smaller amount of the whole. However an entire minute out of the 4 has been animated and post-submission more polish will be applied to the animation.

The start of the project began with researching various media that helped find the tone and atmosphere of the project, finding movies, films, comics, and other sources to help figure out the ideas.

The pre-production side, created 2D sketches, drawing and finished pieces to illustrate the character’s design and potential overall design for the project, aimed for cartoony rather than focusing on realistic proportions due to keeping the tone between dark and child friendly.

Once the 2D assets were complete the next was moving onto the 3D model side, were rigging, texturing, re-topolgising was done to ensure the characters and story were ready for the animating that needed to be done.

The early stages of animating involved using the stepped method within Maya to create a 2D style keyframing method that helps plan out how poses will go from A to B, it helps with keeping body language clear without everything constantly moving like with spline and helps pin-point where certain problems might be occurring within the animation. The downside is that its choppy and can give you a false idea of movement and jumping between both spline and stepped might help establish the problems of an animation. The 12 principles are important to also keep in mind, squash and stretch, anticipation,

A big focus of this project was using reference for acting and trying to take what was played out and translate that with the principles to achieve a piece for the portfolio that was good enough to be shown to clients and employers.
Another reason for using references is certain actions are harder to figure out without the use of a visual aid, keeping it in the mind limits the possibilities for how the body moves and can end up with making the movement look too “cartoony” or not grasping the concepts of how the body mechanics work.

Another part of the project was the other parts of filmmaking that were discussed throughout with Mike, investigating the rule of thirds, spacing and staging, the 30 degree rule that even though aren’t the focus of animation are a part of the filmmaking process and animation within that category. These elements will be implemented into later works and hopefully will be made aware of when putting together shots and ideas while making future animation projects.

The reason for the scope restriction allowed the focus of what animation could be done in the time frame. The first 2 were focused on fixing the storyboard and script as they were in the most roughest of states before then onto animating with a previs rather than revising the drawn boards.

The stepped version of the animation hides a lot of the issues spline doesn’t show, having a lot of the movements come off sharper and due to them being on 2s/3s makes it almost seem more animated in areas. However some parts of the animation could of been tweaked, such as the drag/arc of the tail, the placement hips and the walk in general. In hindsight the awkward walking isn’t as apparent so most likely the solution is put it into spline to check and back into stepped to ensure that not too many tweaks would be needed. Timing overall needed more adjusting, the walk was too slow and closer to shuffling rather than a walk also it took up a lot of the time of the animation and not the acting.

This is the final product of the animating, 1 minute of animation. A multitude of areas are rough, the first moments have a lot of “snapping” movement that needed most likely more keys to have it not feel so sharp of a snap. Another Major issue with the spline version is the hips when the rat character is walking, as the flow of his sway seems to slow down almost jolts him around awkwardly, this would need to be reworked and fixed. The walking part of the animation in general could do with a rework as his entire body mechanics feels rough and he does seem like he’s shuffling however if revised this entire section minus him sitting down would be redone. The slight pause at the start too of the walk gives an awkward stutter to the movement when it could be moved in a much smoother direction.

The start however seems to move in a solid fashion, arcs and some squash and stretch with the leg and hips, the movement feelings appropriately snappy, however the rat character’s foot placement makes it awkward how he moves and re-thinking that shot might of been needed for him to cleanly work (with effort, like a struggling older man) would walk. Technical errors throughout cause some of the arms and physical movement to snap or suddenly move and going through and manually adjusting might of been the correct solution in those instances.

Overall there needs more polish than what was given to the scene, fixing up the small errors and adjusting some of the movement even a rework of the walking most likely would be needed. However there are some small but strong character moments, like him looking back at the shovel giving a hint of overly cautious personality. While also being slightly reckless with him throwing the door open. The shark’s brief monologue has limited amount of keys which gives it a slightly floaty look more keys were definitely needed to sharpen up that movement however the character acting itself comes off the way the references intended the slight confusion mixed with sadness. For future reference focusing entirely on that one moment might of been the stronger animating challenge or creating something with rigs already establish to work with animating with little tweaking would of allowed me to focus exclusively on animating.

Portfolio Project – Creative Project – Research blog

This is the portfolio project and began as a continuation of the presentation from previous semester, and began with taking the original concept and adjusting it to more finely fit with a piece designed for a portfolio piece designed to show off the technical skills we’ve achieved over the year. The goal is to fit nicely within a 3D animation pipeline and potentially find work post-university.

3D Animation Pipeline: A Start-to-Finish Guide (2025 update )

Within the pipeline there are several steps needed before going into full production, creating the idea, roughing out storyboards, animatic/previs then creating the models, scenes and having everything ready before the start of this semester so animation work can be done for the entire project.

Due to having completed the earlier stages and having a strong basis to begin the project from the previous semesters’ project would be used for the project. This project was an idea for a short film about a Rat graveyard keeper and a ghost and the rat having to tell the ghost the truth about his demise. This was choice as it was easy to take the emotional performance from the idea and translate that into a portfolio to show a character emoting and acting. The focus of this portfolio piece is to create a scene that can be used for a portfolio having a 3D character be expressive and be understood with what emotion they are going through. Another reason is to create a piece to show studios that the capabilities shown match what they’re looking for.

The goal for the project is to create an animated piece that conveys emotion and showcases the current skill level of animation to hopefully allow for employment.

Influences for the project, looking at a range of media that helped with the animation style, look and atmosphere of the project. Keeping the ghosts small and simple to make animating two characters easier. A range of 2d, 3d and stop-motion visual styled were looked at, simple shapes for paranormal characters helps keep them from being actually “scary” however they present a challenge with conveying enough emotional information that people understand how they are feeling.

A schedule has been created to help guide the process of the animation and where things should be. However the schedule couldn’t have been followed one-to-one due to changes in the pre-production to make it fit better with the portfolio’s goals. A re-done schedule might of been needed to figure out the scope better.

Rough sketches of the original concept for the rat character, looking at different shapes and sizes while trying to keep it fairly humanoid to make animating the character easier.

These are the final concepts for the characters, the rat having some aspects of his original rat like self with the haunches, tail, nose etc. and the ghost having a simple “soft” ball-like design to keep him easy to animate, rig and potentially be expressive during animating.

Full body shots of the character, using a more realistic humanoid shape and proportions rather than smaller. This was done to see if it was worth pushing the character close to a full humanoid and keeping the animal aspects to a minimum or going further in the opposite direction.

Creating some rough expression sheets of each character, showing off the potential facial expressions and what is expected of their models. The rat has a fully structure face so its capabilities were a lot more advanced than that of the ghost however if given enough adjustments and forethought into the design the ghost could of been extremely expressive.

 

The final reference sheet of the main character, Duncan a rat grave keeper. Keeping his overall original concept but adjusting body proportions to accommodate aspects of the design. Too big haunches for example made making the leg hard or would collide with other parts of the body that are unintentional. Keep sizes and shapes to a reasonable size help allow character’s to be pushed further later.

 

The 3D sculpt process, from rough shapes to eventual higher detailed sculpting then lastly putting together clothing to have him not completely nude. Aspects of the design had to be further adjusted here, facial shape and nose shape were adjusted. Slight asymmetrical ear to try and keep his design not overly symmetrical.

Similar process for background assets, bring into Zbrush, do a rough pass then give it details and finalise it.

 

The character retopologized in maya and textured in substance painter, making sure to take influences from the original reference sheet and adding a few extra details such as markings and 2d sketch lines to add a bit of original cartoon flair to the design. Overall the model sticks to the original design sheet closely however some aspects of the design had to be adjusted such as feet and some parts of the mouth to help make animating those two areas easier. A problem with the design in general is the sizes of specific body parts (feet) as they might lead to issues when walking.

Once the textures and model were finished next was the rigging. This test animating was done to showcase the facial movement and possibilities for expressions and general body mechanics. Squash and stretch and some other principles are baked into the advanced skeleton rig an example of this is the controllers on the head, as they allow for pulling and squashing the head however it most likely uses a deformer or some sort of maya exclusive aspect that doesn’t translate to blender as bringing the rig as-is to blender causes some major movement problems when adjusting the head.

 

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The character’s rig, posing and adjusting aspects of him to see how far the rig can go. Overall the adjustments and fixes from advanced skeleton took a lot of fixing as advanced skeleton’s system is extremely usable but its only a starting point to the rig. Overall the rig is extremely expressive and shows off a lot of potential character moments with emotion however some parts of the model are rough such as the tail and some parts of the mouth, as even when adjusting those parts more work is needed however what was ready for animating was good enough for what was needed.

Rigging the character and making sure he’s capable of animating correctly and expressively.

Creating the rig for the original ghost design, with mouth expressions and capable of moving around. The original model and rig for the ghost had a simple squash and stretch control, with the ability to change the mouth shapes on the fly with an attribute. Although the design is simple its problems come with the lack of eyebrow controls as that is an important aspect to full body animating and acting, aspects like that might limit its range of movement and emotion, however its simple and cute design helps give it appeal in terms of design.

 

An additional expression tests for both of the models, testing out what the emotional range of each of them can achieve. The rat’s capable of a vast amount of detailed and subtle emotions, eyes, lip movement, brows etc. however some of the bones and weight painting need adjusting to ensure that no unusual clipping happens when pulling the face. A problem with the facial rig of the rat is that the cheeks with the hood don’t expression the same and can clip into each other.

Using an asset list for both the foreground elements and the background were roughed out to figure out what was all needed for the scene, a rough estimate what maybe needed however while planning out the layout and background elements it was considered that not everything had to be made and a lot of assets could be borrowed from other places.

Before the start of the semester the background work had been roughly layed out, a table, fireplace, windows, etc. all placed and textured to do some background tests with lighting. The placement of the backgrounds elements was most important, however the assets themselves will most likely be updated and changed for the final version as there are elements with the assets that come off as incomplete.

Aspects of the background themselves were solid enough pieces for the scene, the candle in particular held up well giving an almost gloomy atmosphere vibe. However a lot of the assets didn’t fit the overall aesthetic of the scene so fixing everything to be more in line with the style would most likely have helped keep things aesthetically similar.

After assets were placed in the scene the next thing was to test out some lighting, taking into account the idea of warm inside, cold outside to contrast with each other.

The original concept had a similar vibe inside and out but the lack of contrast felt like it didn’t compliment the scene and also visibility might of been even harder. Sadly that is the most obvious problem with the shots and lighting, they’re far too dark and make it difficult for anything to be seen within the scene.

Researching lighting helped figure out the basics when it came to blender’s rendering system, how to use lighting etc. and some tips on using false colour to figure out what was exposed. However these aspects could of been implemented more into the construction of the scene which might of helped figured out the lighting problems that came with the scene. Given more time potentially the lighting problems could be figured out and a much clearer more atmospheric design could of been established.

21/07/25

For the first week back, progress was shared  of what was ready to go for this project.

What was presented was everything previously spoken of, plus some additional aspects that Mike had addressed during a call before the start of the semester.

An additional expression sheet was put together to help figure out what range of emotions that was needed for the character, slightly toned back but what the rig was capable of without additional work and fixing.
This helped establish what the rig was able to achieve and given more time, being capable of pushing the expressions further and maybe some additional parts of the body such as eyebrows etc. might of allowed for more clearer understanding of the face.

The original script for the story was drafted up before everything else during the roughing out stage. However this wasn’t presented until the following week as some boards and rough ideas needed to be put together to help complete the pre-production stage. The script itself felt slightly hollow and was difficult to convey all the information needed to help create a narrative that felt like it had emotion behind it. With guidance and help from the tutors this underwent several reworks.

28/07/25

The original storyboard, a rough establishment of the short. The visuals helped figure out what was being aimed for with the short, however the tutors struggled to grasp the entire story due to some of the story elements feeling cluttered and the characters not fully being established. Mike gave ideas, and suggesting to do follow ups on the storyboard as a previs as it’ll help keep the animating faster due to being able to jump straight into the animation work once the previs was completed.

Looking into the idea of a previs helped figure out what was needed for one, an extremely rough, early shot of what was going to happen even if it wasn’t 100% accurate the idea is to figure out shots, layout and where/what is going on in the scene, even a scratch track on top can help figure out what helps with the scene. Refinements can come later when all of the elements have been established. This was taken into consideration as the weeks went on and implementation was done throughout with these concepts

The original boards created to help establish the narrative of the story, showcased for others to see and understand. Even though the illustrations helped figure out what was going on with, the narrative was barely there and the entire concept wasn’t fully implemented together. Mike had difficulty understanding what was going on and what was the emotional hook of it all, while Sarah enjoyed the character designs. These two aspects helped rework the script and Mikes suggestions on re-starting helped. The second draft’s beginning was a solid opening however the middle section struggled to figure out were the emotion came from and was confusing at times.

 

The third draft of the script after mikes notes relating to aspects that needed reworking, needing an establishment of normal before going into chaos and having a character be a “Fish-out of water” is a good way of helping figure out complex worlds and concepts and how aspects of the world work. These were implemented to this final draft of the script and some elements were adjusted further to help connect the character that was changed for the ghost.

Lastly was a change to the character, as the original ghost design as cute as the character was didn’t have complete range of emotions that was needed for acting and the use of a face/body language, so reworking an older model was done. This shark character helped figure out the basis for implementing more nautical parts of the story and helped influence the script by giving some elements to help establish a motive of a past life and bring a theme to aspects of the story. His character design itself was changed to give some blue elements similar to the original design of the ghost, then his own colours were adjusted. Down the pipeline the character would most likely become more transparent and spiritual but for this part it was fine to have him in a more opaque look.

04/08/25

The first previs of the project, this one followed the script closer and was done to cut down the time needed for having to re-do 2D sketches and go straight into layout, and rough poses and emotions for each of the scenes. This part the timing and composition of the scene were rough. Talking to the tutor’s it was established that everything was overly in the middle, similar to a wes anderson film. This was a bad habit that was done due to wanting everything to be within a scene to be seen, body language etc. This comment then led into a conversation about rule of thirds and a 3 by 3 grid to help the placement of composition within a scene.

Rule of Thirds: The Definitive Guide & Examples | IxDF

The rule of thirds gridlines

Rule of Thirds in Photography: The Essential Guide

 

The rule of thirds being an essential aspect of composition when it comes to films, animation, shows etc. helping establish aspects within a shot. Making sure things don’t overlap, things are readable and also implement the idea of using it as a storytelling tool. Like an example would be having the camera overhead, making the person in the shot “small” this helps establish the concept of them being weaker, or seen as the submissive of the story. While having the shot be from below establishes the idea of them being a more dominate person within the scene. Placement helps with the “where the eye should look” from what part should the starting point be and where does the eye lead. These rules aren’t limited to just rule of thirds, symmetry, rule of odds and triangular compositions are other ways of establishing these concepts towards the viewer.  Another aspect of composition is the idea of a “golden ratio” which is a more complex method of composition compared to rule of thirds.

These ideas and concepts helped shape the next draft of the previs, helping figure out where aspects of the scene should be and where aspects and elements should go to help make the reading of the scene easier.

One other aspect to consider going further is Shot-reverse-shot a composition technique that helps when two characters are speaking with each other. Over-the-shoulder, matching a single shot are other ways that dialogue can be shown off to each other. These should hopefully help give a basis to characters having a conversation however these rules for all aspects of filmmaking don’t having to be hard-locked into following and can be broken however there are some aspects of shots that should still follow a sense of understanding and flow.

11/08/25

This time when speaking with Mike, the discussion of adjusting the establishing shot, fixing the camera so aspects of characters weren’t clipping into there frame, such as hands being out of frame or helmets a lot of elements being out of frame and making the shot look slightly awkward due to where aspects are being cut off. Some aspects were some posing awkwardness and pulling the camera back from the character to allow for some room to be implemented. This all comes back to composition aspects, as a big part of composition is making sure everything in the frame is easily readable and understood, things aren’t awkward to the viewer and the eye follows everything.

The last part was adding a scene of the two characters interacting before transitioning to the end of this portion. The intent is to try and get as much of the internal scenes done as possible before submission and hopefully have enough ready. So the internal shots were considered so 2/3rds of the entire animation were planned out and the previs ends before the final scene. The intent is to have a neutral shot as most of the shots throughout have had a balance of dominate and submissive in aspects to them taking over the scene. It begins with the rat having dominant staging then moves onto the Shark near the end.

Blocking and staging, blocking is how a character moves through a scene and interact with their environment and staging is the placement and movement of the camera in relation to blocking and when the two elements combine can help create a visually unique storytelling method. The idea behind it for this was to try and use staging to help establish an understanding of the relationship through this scene, one is lost and isn’t sure of their situation while the other calm and fully composed but as the scene progressed the idea of that imbalance shifting as one’s emotions take over and make the other’s own emotions shift creating an idea of tug-of-war with calm and irrational.

 

18/08/25

This was an updated version of the previs, and the start of animating with the characters. Mike mentioned to adjust the establishing shot and discussed the aspect of jump cuts with the 30 degree rule.

 

https://www.studiobinder.com/blog/what-is-an-establishing-shot-definition-examples/

A traditional jump cut is when a single shot/sequence is cut down the middle and a lapse in time has occurred which gives the idea of a quick movement. This is an aspect we want to avoid when creating an establishing shot as its more about creating the idea of giving critical components and opening up a scene so that it conveys exactly what you want to your audience it helps them understand the world, where they are and potentially what to expect. These two elements are what the feedback was trying to help with. Avoiding the idea of a jumpcut, so pull the camera to a direction that helps it feel more like its the same area but a new shot is here. The 30 degree rule is the amount the camera should have moved to determine whether it is a jumpcut same spot but time has changed or a different shot.

These elements were considered when further progressing the next previs, ensuring that the establishing shot made more sense and that it didn’t follow the 30 degree rule to hopefully not create the idea of a jump cut.

 

25/08/25

Next previs, fixing the feedback Mike had given the previous week next  and adding additional animation to the scene. Shark flexing his fingers and looking at his body. Overall the weeks progress was solid pushing past the previous week and onto another scene with a different character. Also adding small details like the character swimming from the door to a settled shot. However some of the shots movements could of been paced better as some of it feels a bit too long to just too short especially if dialogue is there (which it will eventually be).

The use of referencing within the animation is a must and to do so requires some research, to begin with the establishment of finding footage for the reference either taking it yourself or finding similar videos online. Finding such specific references online can be rather hard to figure out however there are some tools that have helped. The first one is obvious recording it yourself, which has been done in some of the scenes. This helps figure out simple actions and the acting of the character, the problem is figuring out the character itself and getting yourself into the mindset to play the character enough for it to work as reference.

Animation Reference Sites

Mixamo is an auto rigging website but has some animations that are more common examples of daily life, standing to sitting was the one the animations on the website which was a useful way of finding a reference of something simple as video of such a specific action. A stand, the anticipation to crouch with where the legs, arms and lower body move to and smaller details. However it doesn’t include the facial features or fingers.

Creating my own video reference of the main rat character walking and then sitting down and rubbing his feet, an idea given by a tutor on potentially changing an aspect of the acting do to him walking and seeming like his feet are sore from walking, which was the original idea. (In the earlier boards).
This reference was helpful in animating however creating the footage is tough to figure out direction and making sure that the reference covers what is needed for the scene plus being nervous by acting is a hard hurdle to get over. However the movement and general idea worked well.

The mistakes here are an error due to the shovel within maya breaking and needing to be re-established, a similar issue occured with the shark model were his eye is broken and thats why a change to him having his eye closed was done.

After creating the previous one with mike’s advice and then further advices on adjusting the character work with moving the body more due to him struggling, then further progress was done on a previous scene where the first spoken lines of dialogue occurred which required a scratch track. Then once that was established it was then onto creating some acting reference using myself for movement and where eyes go etc. there was a lot of small technical detail to keep track of due to the complexities of the human face.

The biggest advantage of this was the abilities to see a clear idea of how things are broken down as general movement and emotion were conveyed through the reference footage, taking the footage and figuring out what was needed was the most complex part. The disadvantage is my own acting abilities and the placement of the camera as the lower body isn’t there to help convey how thighs and hips move.

A big thing to keep in check was the 12 principles as well, anticipation, squish and stretch, timing, arcs etc. all come into play in different ways and its important to keep them in mind. Easing in and out is pretty common throughout, walking uses a lot of these such as arms and leg movement. The principles throughout were considered however a strong implementation to certain parts like arms and legs might of cleaned up some of the rougher patches of the animation. Spacing was another one that was difficult to figure out with timing as both rely on more of a feeling but audio can help figure out them better.

Moving onto splining it after the scenes that were done, adjusting a lot of problems when that time arrives is a big part of the animating process with maya as a lot of issues relating to IK/FK switching can break movement and there’s a feature within animbot called smart ruler which tries to fix a common issue when it comes to arms/legs were the animation goes into the negative and the entire arm/leg can flip around during a standard animation, luckily this fixes that. Another big problem when switching can come from the placement of the IK were the FK was and a feature called Xform copy and paste helped with that issue as it allowed to copy the world space of the limb from the FK to the IK.

This is where the final version of animation is, cleaned up and fixed. Timing was a big factor in problems as longer takes can end up with a lot of computer guessing so additional keyframed had to be added to help smooth out the movement even further ones might of been needed if the movement was too problem however nothing was too drastic in needing fixing. Certain scenes like him stopping by the fireplace needed to be redone slightly as the transition from the walk to the crouch would “snap” and not flow nicely.

Overall the project was partially successful, having the models, textured, animatable and about 1 minute of animation in a “complete” state was probably the most that could probably be achieved given the time frame was so short. However in the future, thinking the schedule that was created earlier on might be a good way of cutting loses and thinking about where else could do with the project. However for this portfolio piece the animation was the most important and rendering and post-production weren’t the focus.

 

Animation Production – Personal Creative Development : Pre-Production Pitch

This is the Personal creative development pitch project, used to help develop a pitch idea for the summer project.

The first thing done for this project was researching Pitch bibles as they help grasp the starting point for the whole project, Pendleton Ward’s Adventure time pitch bible helps the foundation of the research as it chaotic style with coherent understanding of story, character and setting building help figure out a rough starting point to the project. Pendleton’s work helps illustrate the loose nature of Pitch bibles, however it isn’t about just throwing sketches onto a page and hoping it makes sense.

Escape Studios Animation Blog: What Goes in an Animation Bible?

Illustrations of characters, their personality and what they do in the story are essential especially for understanding the project as a whole, audience and style are also an important factor as they drive the intent of the content.

Pip and Posy (TV Series 2021– ) - IMDbPip and Posy: The Super ScooterThe Adventures of Paddington | Shows | CBC GemBlue Zoo Productions Careers | Monster.com

After researching some Pitch Bible’s the next thing was to establish an understanding of styles and goals to figure out for the summer project, the goal was to focus on 3D animation and creating an acting piece that would help boost up portfolio work as well as creating something in a similar style to a company that might help push the work to being a strong fit within the company. Job prospects and a stronger portfolio are end goals.

Blue Zoo was the goal, focusing on 3D works and understanding their style and what would make a project that could potentially match their interests was the goal. However the plan was to make something simple and aimed at younger audiences which is what a majority of Bluezoo’s work is, but an aspect of this was changed slightly the goal was to aim for slightly older audiences as the concept wanted to try and talk about more adult themes like mortality and loss rather than younger children problems. That being said some shows such as bluey have had discussions about the idea of death and what’s best to help someone in a younger audience understand and cope with the reality of the end.

The rough goal for an audience was around 8-12 as the age bracket allows for a lot of nuisance in the subject matter and aspects of death can be a fairly daunting task to handle. The goal is to potentially approach the subject with someone who might not understand help them understand the concept.

3D Production Pipeline : r/coolguides

YouTube Video Thumbnail

https://gist.ly/youtube-summarizer/creating-a-3d-animation-a-step-by-step-guide

After figuring out the rough idea and audience for the concept the next was putting together a rough timeline of the pipeline, this was put together in a gantt chart showing the potential process and timeline on a weekly schedule. The pros of this are establishing rough estimates on how much each part of the project will take to put together, how much time might be needed and where things need to be at certain stages. A pipeline helps put into categories the parts of the project needs and what to do for each part. The issue comes from the underestimation of figuring out the time needed for parts, project aspects can change and areas can fall apart so potential overestimation of time works best for situations like this.

 

Once the rough idea of a schedule was establish the next was working on concept work, originally the idea was an undergraduate rough idea that was only sketched out but this concept was later taken and refined for this project. The building blocks for it were crafted, early concepts had already been done however more research was needed, looking at different styles of characters, environmental work and other horror concepts were the end goal. A mind map would typically be the starting point of the idea however this concept had already been roughly drafted and needed more adjustments.

Firstly the rat concept, looking at both stylistic rats and movie rat designs were analysed, a rat was used as a symbol of the idea of death or a grim reaper like character as they’re closely associated with death. And the ghost was kept in a simplistic design both as a stylistic choice to have some appeal relating to the character but also for animating as a rig for the character wouldn’t be as complicated as that of the other character.

Environments were another aspect, the stylistic goal was to have a gloomy moody atmosphere to match a horror vibe but not with a horror story, looking at stylistic versions of grave yards, moody tones and vibes relating to the concept. Blues were that gloomy appeal were the focus of the colour pallet too.

The concept’s helps reach the goal due to the character acting and designs not feeling too overwhelming ugly, appeal is a standard and important animation principle. However the concept itself might not experiment enough with design elements as it might lean too harshly towards my own style and not the style of another to help push the work into the end goal. That being said design elements were considered with the strict goal in mind to be about character acting.

 

The original concept images of the character, had the character with a more humanoid body-type as the goal was to have a normal body while also making the appearance with age easier to achieve, aspects of the design stayed in later iterations but the general concept stayed the same. The overly small frame of the body had an over reliance on being thin and a lot of exposure to the ribcage and the appeal of that felt a bit off so it was later adjusted. However concepts like the ear, eyes, general colour scheme and fuzz were all kept. The original design felt too standard for a design and too “human with animal head on top” so the process was resumed and adjusted. The benefits of having such a body-type would of made human body language easier to understand however the potential style might end up too uncanny and over detail with this body type can create some unwanted unappealing designs.

What was done with the design next was bringing it back to the drawing board (literally) and reworking the design, finding different body shapes and styles to help figure out the structure of where the character’s look was going. some concepts took the original design and further pushed elements but was quickly realised is that a bit more stylisation would help change the tone of it, as originally the concept had it be fairly dark and gloomy with not light hearted elements but was later adjusted, this meant fixing the character’s design to have him be less grotesque in the sense of being human-like. Shorting his body, adjusting limbs and making his snout larger were done to try and soften the edge of the original and create a slightly friendly design. The benefits of this help create a more appealing character for the age range, however there is potential that due to the character anatomy not being standard human or not similar to that to an animal it might not achieve similar results of acting, same with the eyes.

The ghost was mostly kept the same as its design with no limbs and a shape help keep the appeal of the design, simple is best. What was considered was the potential for emotion and the adjustment for animal elements to reflect the main character however what was done was keeping the design as is, as comments relating to the design ensured its appeal was strong. Ghoul and more human appearance was also considered to allow for full body acting. This ghost’s design strong appeal helps give it a relatability towards it, however the lack of details make it hard for people to empathise with it unless the emotionals are clear and are understood.

Environmental concepts were studied, using reference images and a focus on a blue tone to help create atmosphere with the goal of having a tone that reflects a rainy night, cold, silent but a strange sense of comfort with a mix of horror elements to help add a potential haunting feeling. Blue is a calming colour and its heavy use tries to reflect a calm but empty feeling, some yellows could be use to contrast with the blue to help give warmth in a cold place similar to that of the graveyard image. The aesthetic overall tries to replicate the idea of being in a dense forest surrounded by trees and a small woodland creature burying itself deep within.
The concepts help in establishing a cold, haunting tone however the over use of blue without a contrast in some of them give its a slightly flat look and makes certain elements of the backgrounds harder to understand whats going on, a contrasting colour for the interior might help adjust the idea of cold exterior, warm interior.

An adjustment of one of the backgrounds of the interior shots this was a more heavy use of warmer colours which helps give a cabin in the woods vibe which works better to help understand both the world and mood but the character itself as the environment reflects their personality.

Some extra emotions of the characters

The final character designs for both characters, these are the final character designs for both the ghost and the rat (now named duncan). Duncan’s design has elements from real rats, with haunches and some exaggeration to the design with his snout and tail size being increased to hopefully appeal to the younger audience, the ghost was kept with similar intentions as his simple shape design is perfect for anyone to recreate. Wrinkles and fur were left as it’d help keep him fairly soft and old looking with the hope being able to add these details in on the model itself.

These designs help create a softer tone towards the project as original the design had rather harsh overly detailed human-like proportions that might of not appealed with the audience it was aimed for, younger audiences needing a more approachable character in mind. However certain design elements may of needed to be pushed further such as body shape, as there are still a fair amount of human and not enough shape language to push the character’s personalities and appeal.

After these were created a rough script has been created following the plot, were its about a ghost that emerges from its eternal slumber and has a conversation with the main character duncan about the ideas of death and the potential of being alive in the future. The concept focuses heavily on death and the idea as well as the idea of comfort before the end-of-life a real situation people may have to face in real life. Comfort is the intent of the story, however there might be more useful elements when it comes to the idea of coping with loss and understanding of death that might make it easier for a younger audience member to understand the concept.

 

 

Animation Production – Digital Portfolio – David Mcdaid

This is the digital portfolio blog. This began with creating a mindmap of ideas and rough sketches, talking about ideas to create. Sketching took over the page and eventually a rough idea of the story began. A frog character meeting an explosive dog. Various rough random ideas threw onto the page.

After an idea was established we researched into what types of characters and inspiration for them. It began with real animals as they’re the easiest to find reference material for as well as something to take inspiration from, after finding cartoon and various other media relating to frogs, dogs and dinosaurs all to help establish a style and theme. This is split into 3 people, one for each character.

The entire page full of reference material, moodboard thoughts and rough ideas of potential ideas. This helped figured out aspects of the characters we wanted to keep and what to remove.

The initial sketches relating to the frog, he was originally fairly humanoid with more realistic anatomy, shoulders, chest, thighs etc. but taking the approach of wanting his limbs to be more exaggerated to allow for cleaner movement when animating, and to help push the arms and feet helped give him more cartoon proportions. The character had to be kept fairly simple mostly to help others on the team as the experience level of 3D animating was mixed so keep the design overall simple helps with only having to focus on the character and not other elements of the design, such as small objects that would move depending on follow-through and overlapping action.

  

The variations of colours of the character, going overly brash with the colour choices wasn’t an option cause the goal was trying to not over stimulate a younger audience with the short. Another aspect is the design was the outfit, the cowboy hat, holster and star were all aspects to  have for the design however the star didn’t make it into the final design mostly an element that was forgotten about as the boots, hat and belt were enough to convince people of the design being related to a cowboy.

The start of the sculpting process, Zbrush was used to create the model as it makes sculpting an easier process. Beginning with simple shapes then then adding rough silhouettes to the shape to create the body then once everything is established on the body next we add extra details such as face refinement, sharpening aspects of the head, body and limbs and then working on the other parts such as the hat, belt and tongue.

What might be done next time is figuring out a method that could more closely reflect the ref sheet as parts of the face, some of the side of the head had to be changed during the process due to it not completely matching up with the model.

After sculpting next was retopology, UV mapping, texturing and finally rigging retopology was done to ensure that when creating the rig, it’ll deform in a way that makes sense and ensuring that no extra work is needing to clean up the rig later down the line and making weight painting easier to do because of the solid geometry. What would be best for next time is making sure the geometry is clean throughout as certain edge loops are awkward and made the rigging process awkward at times. Another element with rigging was having to do two different rigs, one was for maya then the second was for Blender. The blender rig was the one that was focused on more as everyone would need to use the rig to animate. Getting comfortable with Blender’s animation tools was a complicated process and took several weeks to feel even a minute amount of comfortable as I was with Maya.

During the process of creating animation for the main character, the dog needed to be retopologized, UV and textured as it needed some work done on it before Rigging. Rigging was sent off to another member of the team and was done. A fur texture was done on the model as well as the TNT, adding black to the nose and eyes would  hopefully hide some of the model’s shortcomings.
For the future, rigging the character for the project would most likely be the best course of action with the most experience in that area and cleaning up weight paints would of helped with parts of the process however the final rig works for what’s needed for it.

 

 

These were the rough beginnings of the animated scenes, the first scene was the most focused as it was the longest. Follow-through, overlapping action, easing in and out, squash and stretch, anticipation had all been considered throughout as they were important factors when animating a scene. Squash and stretch help exaggerate some of the body movements too like when he jumped, even though its unrealistic it adds a bit of imperfection when it comes to reality as taking it straight from reality would of been fairly standard when the design idea was to be cartoony.

Exaggeration helped throughout too as the expressions in the second animation gives the sense of panic well however it could be argued that holding on a few frames to help establish shock would help push the shock more.

The use of live-action reference helped figure out the walk to some extent, and other parts of the animation as the full scene was full acted out to help understand movement and gestures. Lastly the jump was also filmed, helping understand the timing and movement of the spring-effect of a jump.

After animation was rendered out as two seperate pieces it was brought into after effects to be done in post-production. The character render was placed on top of the background render and then the background was blurred, added bloom and fire/smoke were also edited in with similar effects to help try and blend the entire scene together. Depth of field was the goal of blurring the background.
This process came together to create the finished scenes, smoke to help establish what was going on in the scenes the fire because of the context and the blur to create a depth-of-field effect.

The final film with sound and credits. The final film overall is solid the scenes come together to create a narrative although, what would best be figured out for next time is creating a pipeline that gets everyone onto the same page way before the small deadlines of each part was needed because elements of the production were rushed to try and get it finished for the deadline. However the animation work done helped create a cartoony 3d short which was the goal of the production overall.

Animation Production – Dynamite Dog – David Mcdaid

This is the animation production module in which a pitch is created for the intent of presenting it to a major network, the intent is to create something with an audience of younger kids between the ages of 6-12 and the focus is on being humourous for them with themes of “Don’t judge a book by its cover” the intent is to create something simple for younger audiences and easy to draw, fast editing, random humour, slapstick and wild energy is the overall sentiment.

This’ll be broken down into a weekly summary of what was achieved and break down aspects of what was done.

Week 1 – 27th January

The start of the creative process, the team got together and created a large piece of paper, discussing the ideas for the project, the first idea pitched with the potential of two banana characters in a war cutting between reality and their imaginative world.

However Joe thought of an idea of a dog made of dynamite that everyone believed to be the most entertaining pitch as it allowed for a lot of creative visuals and gags.

This was when we began sketching ideas to follow the idea, thinking of characters, expressions and motivations of each of the characters and roughing out the intent of the story involving each of them.

Taking the moodboard, after researching realistic and cartoon frogs it helped influence the design to be a bit longer and goofer, allowing for more character acting animation.

The advantages of having the body longer helps people identity the limbs better, able to see the other parts of the body more such as fingers, toes etc. However this type of design also suffers from being being too loose as the design was aiming to be semi-realistic.

A mood board was created by myself and was used as the basis for everything, finding all sorts of references of character designs, colours and environmental designs as well as potential direction of the characters and setting.

The goal was to focus on character design, researching amazing world of gumball, rango, and a general assortment of styles and ideas. Realism was also a focus as gumball’s idea of design revolved around realistic, stop-motion and cartoon styles all blending together. The general audience members for this short was younger so nothing overly gorey, offensive or disturbing would be considered for the design and the elements taken away from the research.

Colour was another aspect researched, as all the characters could have a range of different variations.

A way of communication was also created with Discord being the main hub for all the information and production elements put together.

After sketching on the paper, designs for the frog character were roughed out and the personality of the main character was focused on. Creating sketches of a more realistic frog and with some stylisation to give him a way to express and emote in a more cartoony way. Making the 3D animation cartoony and expressive is the end goal of the designs, supporting that with large eyes and long limbs helps give the characters a way to focus the action and acting on their body language. The downside is that its difficult to balance the idea of uncanny valley as humanoid proportions and animal anatomy is a hard blend to create. The size of the eyes is also a factor to consider as large eyes are good for cute characters but you don’t want them for a serious character, as comedy is the focus a middle ground is fine. Smooth, round shapes also help the design give it a friendly look, the balance between the two is the most important thing.

After the Frog’s design the dinosaur was then sketched up, originally we had one person on the frog’s design (myself) and no one was designated with the dinosaur or the other characters so sketches were created of the dinosaurs as well, however later another member of the team took over that design and the main character the dog.

The dinosaur’s design was focused on realistically, however later it’d be revised by Joe to be simpler which would help later for modeling and rigging and potential animation, as realistic would have a lot of unnecessary details as this character wouldn’t have an overly prominent role compared to that of the frog or marshmallows. Sometimes simplicity works better, as this designs have too many small details that would either be too small to notice or not worth the time and effort to implement.

 

Week 2 – 3rd February

Further sketches exploring the frog character with some stylization from other how’s featuring frogs (Amphibia show from Disney) and other ideas and exploring a design idea previously been explored by other members.
Some of these sketches were designed to push the design of the character, bring up proportions and adjust what was needed and another design aspect was the stomach area as other members of the team requested him to be larger, most likely to give them the appearance of being overweight and clumsy and this was adjusted to the design. Once the character’s design was established the next was figuring out colours of the character, seeing what worked and what didn’t, the idea of him being extremely loud in colours was discussed in the group.

The toon designs would of helped establish the frog as being a goofy and not as serious of a character so pushing the design further might of helped with exaggerated the personality more however the thought was to adjust it to allow for cleaner, clearer animation overall, similar to the reason why the character only had boots, belt, star and hat to limit the amount of props he would have but also the research in the mood board with cowboys, establishing classic iconography. The problems come from the lack of more prominent iconography from the inspiration, cowboy boots for example they could of been more established or a pistol.

After the sketches and design were established next was to move onto the colours, trying a variety of them. The process was test his design with various real life frog variants and some extravagant ones to test to see if they’d work. The blue neon and green was based on a real life frog however its colours were extremely garish as would potentially stick out the most might be seen as too much visually as its over stimulating for anyone beyond the target audience of being for younger people at 6-12. The other colours followed the same problem, which is why a more standard colour was picked overall but with some adjustments to give it some unique flair. Green is softer and friendly and associates with greenary, yoshi from the mario bros. series was inspiration for the colour choices too especially with the red boots. Yoshi has an recognizable design and his influence helped establish the colour choices, however this comes into the problem of being potentially too recognisable and compared with other sources however familiarly works best with younger audience members.

Created an asset list and a production list to keep track of each shot and what was all needed for each one to be “completed” and making a checklist for each part.

The hope is to use this to track all the shots, who does what with the assets and what will be needed for the scenes. The layout of the excel sheet helped make the process of marking off each scene as simple as clicking a box, the problem came to actually getting individuals to use it as the other priorities took over, however for potential future projects this excel sheet would help.

Week 3 – 10th February

Once everyone was satisfied with the design the next thing was to create a character sheet for them, which finalised a lot of the elements created and discussed earlier in the project. Welly boots, belt and hat were also figured out for the design and put in accordingly.

His final design brings together the elements from the mood board that were important, the realism from the frogs, the skin and texture that was needed the iconography from the cowboy theming and the simple silly addition of the booties creating a contrast between the realistic and the goofy. Certain elements of the design could of been pushed further specifically the anatomy following more frog proportions could help with animating him more frog like and less human, but it’s a situation of figuring out the balance between human anatomy and frog as going to far one or the other might cause an uncanny valley effect and remove it from its more cartoon focused design.

Once the character sheet was ready the next thing was creating the 3D model of the frog character, this involved using Zbrush to create the model’s body, limbs, head and eyes and merging them all together and then sculpting the shape and details from the designs out of him this task was finished when the model and all the parts relating to him were finished.

The sculpt followed the design sheet, sharpening the hard edges for the hat, the body etc. What would be done next time is softening areas around the eyes as it the current design might of needed more space to allow for stronger brow movement as current the lack of space causes some merging of lids and brows making it hard for the character show facial expressions. The tongue’s shape and design could of been further refined as it current design is squashed and difficult to to animate. Lastly the booties could of been pushed harder with details, the general shape works but the details and refinement is blurry.

Created an overall product list to help keep track of everything needed for the project and a checklist on what has been done. A second list for getting the assets created, each step with a checklist and a percentage for each part.

Week 4 – 17th February

Limbs topology + knee and elbow edge loops.

FaceTopology - polycount

Once the character was finished with sculpting the next was re-topologising him to make him easier to animate and rig for later, lots of circles around the important parts of the anatomy. This will help deforming when rigging later, bending correctly and making the influences of the rig easier in the long run.

After the model was finished and UV’d and topology the next was creating the texture for the entire thing, this involved doing what was done with the body with the entirety of him, belt, hat, tongue, and shoes all ready for texturing.

The texture work, especially the eyes were influenced by the research earlier real frogs have a rectangle shape and the use of a type of paint brush helps keeps it from being too realistic. The skin overall follows the idea of a realistic frog, it has small amount of normal mapped bumps that are similar to that of scales helps establish the roots of the character’s design of being a frog.

Once that was done all the parts were brought into substance painter and were painted according to the ref and their real life counterparts, so leather for the belt, rubber for the wellies etc. once that was done it was brought back into Maya to be adjusted as needed.

One of the important changes to this model compared to others was the use of UDIMS for the body, this allows for even higher level of detail with the texture as it uses several blocks of a texture map and not just a single block.

https://puu.sh/Kpgth/d271c757b9.png

Last thing done was to adjust the mouth so its closed and helps with rigging the next stage of the model.

His final overall design now in 3D, the design followed the sheet as close as possible however there are certain aspects that were difficult to follow some muscle groups don’t follow the same and the head shape was complex, the sheet failing to completely establishing what was needed for the design so compromises were needed to create a solid headform.

Week 5 – 24th February

This time around was to use advanced skeleton to create the rig of the model, this would help with animating in maya as a lot of the controls and possibilities of the rig can be done quicker and with more flexibility when animating as well as using animbot and a picker to help make the process of animating faster.

The many stage of going through advanced skeleton, an important factor is to make sure the mouth and eyes have perfect topology as it makes the process of advanced skeleton easier to fix up and have ready.

The finished rig now capable of adjustments and clean-up of the rig would be next.

After this was created a discussion with the group was done to figure out if the rig was needed as feedback from one of the tutors suggested we make an exclusive blender rig, mostly to help unify the groups efforts as everyone seemed interested in animating this would mean that maya would need to be dropped for blender as the time to learn a new software wasn’t in the time frame we had.

The Maya rig was designed to allow one of the members to use maya for animating however it was established that blender was the focus for animating. The maya rig specifically was capable of a lot of minute details of the face, being able to pull and push certain small areas as well as having the brow be flexible however its lack of compatibility with blender makes it difficult to transfer over for others so it was needed to be scrapped. Another problem with the maya rig was its complexity, Maya offers a lot of tools to make the selection process easier however there are still a lot of very small specific controllers not needed and it could confuse people while animating, simplicity helps when it comes to a large group of people and the rig for blender achieves this.

The finished blender rig using rigify, this was a similar process to that of advanced skeleton however the clean up and changes weren’t too bad of a transition as once thought of, the final rig is as capable as the previous one and can be pushed far.

The blender version of the rig has a lot of similar controls to the maya one (a lot of facial ones especially) however for next time it’d be useful to follow familiarise what is possible with the controls and see if more or less were needed for the project. Weight painting is another part of the process that could of been better adjusted as the main core of the body had some minor deforming issues, similar with the feet and shoes.

A simple quick animation of the rig in action, moving his arm to illustrate the use of the body and how he could potentially move in the final animation work.

The simple animation establishes aspects of the character early on, the movement of how parts of the body works as well as figuring out what was needed to be adjusted from the rig’s own controls. Head movement and neck had to be adjusted as by default its on a seperate setting then hips were needed to be adjusted. The animation itself doesn’t push the rig’s controls and struggles to show problems with the current rig as the movement isn’t pushing parts that might show problems, arms, legs, feet etc. and doesn’t try and replicate influences ideas from the moodboard. For future projects establishing emotions, movements and body language with the help from the research would help establish problems that should be adjusted to help push the cartoon-y nature of the character.

Week 6 – 3rd March

After the rig was finished with and minor adjustments were needed other parts of the production was needed, Dynamite dog needed a texture and retopolised as he was a fairly dense model originally and would need some adjustments if he was going to be animated as well as colour the eyes and jaw. Lastly similar to when working on the frog topology should follow specific ways to help bending and deformation easier, however Mike had had a discussion with the group about how topology doesn’t need to be perfect for certain things as not everything will deform or animate, this will be brought into consideration for future projects and understanding.

Week 7 – 10th March

Another Frog animation, him snapping his fingers with an “Ah-ha” expression, this one was done to create a finalised version of the rig to figure out if he was animatable or not. Limbs, body, head, etc. all parts were moved in some way minus the legs, which was checked outside of the animation. In future checking of the model and animation a run/walk should be created to help establish the movement of the character and ensure that the entire body is correctly fixed and ready.

The second part is an image of using the storyboard/animatic to create the starting poses of the animation, this one had a shocked expression to be begin so the model was adjusted. Eyes, mouth, body language was all considered. The mouth placement and its shape were also important however in the future when working with the storyboard  the facial features could of been adjusted further, tricks with the camera were possible to push expresses similar to that in anime.

REM on X: "I was watching houseki no kuni-s production team's livestream and I AM AMAZED by this, the face changes FORM from different camera angles https://t.co/VDzffyRMaz" / X

Land of the lustrous is a 2017 anime that used a mixed media approach of 2D and 3D elements, this was an example of pushing the facial to closely replicate that of how 2D artwork would do it, even though it doesn’t work on a mathicly sense of 3D, artistically it establishes a stronger visual appeal.

Week 8 – 17th March

Two animations were roughed out this week, the first one was the frog (now named Marshal) pointing and shouting “Dynamite dog” which was established in the animatic and the second one is the character freaking out from what he was seeing, the face was adjusted for the second one.
The first rough animation is helps with the simple concept of him pushing and shouting, the finger dragging slightly helps push the dramatic aspect of the shot. However the facial expressions have a slight sutter and awkwardness to them which could of been smoothed out and adjusted to fit the body language better.
The second animation was done in stepped to speed the process up, the expressions and movement work well exaggeration used throughout, but could of been smoothed out with a spline however the fast pace and sudden nature of the animation helps with the idea of a panic going on. Some timing also had to be adjusted to best fit the animation over the animatic.

Week 9 – 24th March

The roughing out of the next scene that was focused on, this scene having the frog walk up to the dog and confront him. For a starting point it establishes that he has a goal in mind and the follow-through to help the sudden stop of him. Then a confrontal point to show where he’s pointing. Next time adjusting the pose to have a sharp silhouette to help the placement of him within the scene as a strong silhouette helps easily read the character’s movement.

Mouth movements will be done later as there isn’t much dialogue at this stage.

Week 10 – 31st March

After continuing to animate the character, now with a point to the other direction then establishing the second half of the scene of him jumping up to the dog and showing the chaos. However unlike last week this time was focus on gaining some life action footage to create something with a reference and using the walk, point and pointing out the chaos were acted out and used as reference. The jump and panic part of the footage helped to figure out the speed and timing of a wave.

However other parts of the footage wasn’t referred to specifically the walk and even though the follow-through was complimented by the tutor it could of been followed most established rules relating to a walk, such as hips sway, and using more referenced images from Richard williams about how to walk, but the walk is still solid enough. Hiding the feet with the camera helped the slight float it has when you see it below the camera.

Week 11 – 7th April

A further working on this same scene, this time adding a jump to him to climb up onto the dog. Reference footage was done of jumps to help figure out the timing and body language to understand how to properly jump from a frog position. The placement of hands, how far the body is pushed down are all considered and thanks to the reference footage helps understand where that goes.

Footage could of been done to help with the transition between the thought and then the jump action, as its difficult to figure out what sort of transition would be fast enough to transition. The camera was also adjusted to be lower down, this was created to establish that the dog’s size is a lot larger than the frog and it takes some work to climb up to his level.

Week 12 – 14th April

The scene being worked on more, this time now with a transition between the thought and the jump, it was decided to have a zippy cartoony transition mostly because previously established and researched this was designed to have cartoony movement more than realistic so squash and stretch on the limbs to have them push and pull along and make the character seem more elastic overall. However, with future reference finding a solution that works better for acting rather than a quick cartoony take might of been a stronger way of working the animation.

21st April – 28th April

 

The last parts of the animation cleaned up and fixed up, movement smoothed and acting all established now onto fixing up the final parts of animation and then into getting the scene put together.
This last part of the animation had a lot of easing in and out to help smooth out some of the movement especially during the zip across from his previous standing position to the new one and the hop has a limb stretch to full a squash and stretch motion. What could be changed for next time is pushing of smaller overlapping action items and follow through with it to help push some of smaller details, like the hat could potential shift slightly. The holster on the hip does flap but could of been done several more times to give a sense of weight.

After the animation was done the next was putting the scene together this required taking Sarah’s background and putting it into the scene, due to wanting to put the scene together and work on some post-production the character was split apart and rendered separately. So the characters were rendered as one sequence while the background was another but the background only needed to be rendered once due to the very intense nature of the background. The fog, high amount of items on screen was a difficult thing to manage as it needed some trimming in future, a moment would be needed to sit down with the artist and help optimise the scene so everyone could render the scene out correctly.

This was the post-production method, splitting the scene into just characters with lighting and background allowed for rendering the scene out as two seperate pieces which would later help in post-production. Characters being on their own allows for just the background to be adjusted and viceversa on the characters.

 

5th May

     

This was putting the renders together, taking the foreground and background and then combining them together once that was done next was adding a background blur for a sort of depth of field look then some extra fire, smoke and any other additions like bloom, and lens flare. Film grain, chromatic aberration and other post-processing effects were considered but ultimate wouldn’t have match the look of what was wanting to be established.

Lastly what was needed was the entire team’s footage together to be rendered however only this was ready for post, in future what should be done is everyone having similar rendered scenes all done and then one person taking over for post-production and not at the last moment. As it would of given time for everyone to have the short be similar in look throughout.

The finished animation, all three clips were created and put through post production. What should be considered for next time is the animation, rig and other scenes as the animation holds its own fine but some areas could be cleaned up and smoothed out, the rigs could of had controls more refined for what was needed and the post production could of been heavily established early enough of a timeframe so individuals wouldn’t have scenes that were misaligned. Overall however the team did their best with what they could do and overall the film has come together, solid work throughout.

Experimental Design – Research Blog

This project requires the research and use of inspiration from the Codex Seraphinianus, a starting point in the project.

The researching part started with finding a piece of the Codex that was used for inspiration, the page shown above with the fishes was the starting point for this project taking elements from the top two a shark like creature and then a fish inside of a scuba-diving type attire these two were the main sources of influence on the project.

After figuring out which would influence our work the next stage was creating a mood board to find artistic influences to help isolate a style throughout the course of the project an end goal of a visual design. This started with looking at the real life animation, specifically sharks to get a grasp of understanding how they look in real life then moving onto scuba diving gear and astronaut outfits and they both have similar ideas behind them and share similar design elements the biggest difference being materials used for them as rubber/neoprene materials are used for undersea traversal however large helmets and breathing apparatus’ are both found on them. Fishbowls have been a common trope relating to cartoon interpretations of space travel.

After looking at real life examples the next was moving onto artistic influences such as the Crow: The Legend a VR visual showcase which has the audience member experience the story in VR and has a full immersive environment. The other influences are various cartoon sharks, like Mr. Shark from The bad guys and Jabberjaw from the show of the same name. After other visual designs were used classic looney tunes and stylistic designs of human faces were also researched and used for inspiration. A balance between sharp and smooth angles had to be considered due to the animal used.

 

 

After looking some research the next was doing sketches based on what was found and initial sketches of ideas, this included scuba gear and realistic sketches of sharks to understand which directions best works for the design. Some cartoon inspired poses and sketches were created.

More sketches relating to ideas relating to the helmet and how to design the bodysuit.

This page was to figure out if pushing the design into less cartoon-y and more uncanny and off with black eyes instead of more standard ones. Cartoony would be more appealing while the black eyes could have an appeal in the opposite direction.

Refining the shark himself, figuring out different styles and approaches for the eyes and thinking about body shape, focusing on slim designs was considered more due to the process of animating. If the body was bulky it might make the idea of him swimming in a cartoony way difficult so slimmer helped allow for easier reading of limbs, this was discussed with a tutor.

Creating some more sketches of realistic shark designs, body shapes and poses to help push the design in a way that would make him fairly flexible when animating. Some style sketches to think about making them more classic cartoon or more modern. Lastly sketches and colours of rough concepts for the shark in a rendered state, the colour of his clothing and the potential use of caustics to help give the impression of being underwater.

The final sketches of the shark, refining his body shape and his clothing and keeping what may be needed for the character.

The final reference sheet for the character, including the original sketch, the inked and coloured version of his body and then a final version with all clothing on and details maintained.

The design of the shark needed some second hand opinion on the idea cause elements of the design might of been able to be adjusted further, the most notable is the size and shape of his body as the character has a fairly bulky body rather than slim however the neck made it difficult to figure out which way to go with elements cause a large neck and small body might of been vastly disproportionate to the rest creating an unappealing design. The most important aspect of the design is that if it reads well and reads clear especially for animation.

The initial blocking stages of the shark’s body to near-final sculpt.

The heavily refined version from block shape to highly detailed model and making the small designs like muscles, the connection to arms then scapula and overall connections throughout the body and also making sure the neck to body is still correct. Lastly details like scars and wrinkles etc. were done which was used from alphas created for zbrush and then dragged and dropped onto the model allowing for smaller sharp details.

Lastly the clothing from blocking to refinement to completed detailed body. Each piece of clothing was created individually then merged together with its mirrored self like gloves, belt and shoes. The body suit was all one piece and some asymmetry was needed to allow for the entire body to not look so perfectly symmetrical.

A fin which initially roughed out in zbrush then changed to a 2D texture which made the fin easier to animate as it was just a plane on the body rather than a whole new piece plus design wise it was difficult to achieve an accurate appealing fin.

After the sculpt it was brought into maya and retopologized heavily reducing the polycount and focusing on creating topology that allows for better animation specifically the face however the elbows, knees and finger joints were all considered and adjusted to help for better bending and flexing.

 

Once the topology has been redone the UV’s are fixed up and then its brought into substance painter to create the textures. Baked lighting was used an gradients as well as baking the high poly model onto the low poly to retain all of the details from the high poly model. Also a smart material of scales was applied to both the clothing and the shark’s body itself. The biggest obstacle was substance itself as crashing with ambient occlusion and sometimes break substance as well as UV problems which had to be fixed several times before being final.

The wireframe of the whole model with no textures.

The texture of the skin applied to the mesh, showing the details of all the muscles on the body and keeping even small details like scars and scales.

The final fully textured version of the model with extra details like valves, hard surface modeling done in maya was used to help with those parts as it would be faster to create than sculpting in zbrush and the models don’t have to be overly detailed due to their size.

Another model done in maya this time finding an image of a fish and hard surface modeling around the image to create a simple fish shape, as the model will be fairly small the overall detailing doesn’t have to be high so its created as low poly as possible even using the image it was referenced with and then UV’d with the original image as the texture.

A problem that happened was due to the method of putting the mesh over the clothing, what was done was taking the original body mesh and placing it over the clothing and using that as topology rather than doing more with this method its possible to save some time and the topology is cleaner cause it was already done on the base, however issues like this can occur were small details can be distort and if not noticed on time can break some parts of the model which was found and corrected to the best of my ability.

Using advanced skeleton helped create the rig as it allows for a quick n’ easy way to put together a professional-type rig with limitations, in this case the body was done first and allows for finger bending, arms and legs and has IK/FK switching. Then it has a facial rig which takes a lot more effort as you place points on the face and have to make sure the topology is good and symmetrical as it tries to create all the bones in a symmetrical manner however it is possible to do asymmetrical character faces. A change that was done was to simplify the eye lids as in their original form can have a lot of unneeded controls.

After advanced skeleton created the body and rigged it, the next step was cleaning up the influences so everything flowed corrected as originally the model had very harsh, sharp bending which needs to be lightened for the model to have a cleaner bend.

A quick example of how the rig operates and moves from the body movements, hands and thighs/legs and overall capabilities of advanced skeleton with the rig.

An issue that occurred near the end of the rigging stage with the model as parts of the model when pushed hard which break and bend in a way that needed to be fixed however due to time limitations it was difficult to fix in time however issues with the mesh are hidden with the animation.

The first stage of the animation, making the key poses for the animation on stepped as it helps show the general feeling of the animation while also making poses easier to read, once this was done we moved onto spline for the rest of the animation, unlike other projects this one was done almost entirely in spline to make the transition easier and less work overall.

Using references of a hop and a standard breastroke kick helped achieve the goals of the animation as it was planned to have him hop slightly then jump into his swimming pose the idea to imply he was already underwater and could just jump and float in the ocean. The principled helped in achieving this as well, as staging, squashing and stretch, timing and spacing and a lot of the other principles came in to help give the animation the achieved desire specifically him swimming.

The first half of the animation roughed out this involving him looking around which was added later as going straight into the hop felt like it needed a moment to establish the scene. The first key of this will be used later to create a complete loop of the animation.

An experiment that was attempted was using facial tracking with the rig to see if it could replace the process of animating the face however this process came off, awkward and the lack of control in some areas felt a bit overwhelming and planning for using it from the start of animating might help make it more usable however a lot of the tracking itself is eradicate and hard to focus its control so the solution was to hand animate it instead of using the tracking.

After finishing the animation next was onto blender to fix the model up, however the results were good in blender using a boolean to keep the water in the correct level, which is what the video helps with understanding however the process didn’t translate to sketchfab which was what was the final platform for the work, due to time and struggles using the maya version below was the solution. Another goal in blender was using a curve to create smears or trails to help express the idea of underwater however the results would require more time. Another issue was the path used from the maya version didn’t translate to blender or sketchfab but directly from maya it worked fine most likely due to the animation being baked which it was in the maya version.

A test of sketchfab in VR, model being scaled and the animation can be viewed in a VRheadset.

 

The final animation and the model uploaded to sketchfab, it’s completely viewable and the environment and model looks overal what the intention was for the goal of the project. The only issue is having to pay for HDRI changes so a solid colour was used to replicate the idea of the ocean.

Overall the project expresses the desire of the goal of creating a character animation and design inspired by the codex, next time I’d like to create something further out of the style that’s usually used in these projects and push harder on a tone for the characters created.

 

Timing in animation 2 : Acting and Staging – Digital Portfolio

 

The stepped version of the scene, the way to clearly see how everything moves together without spline/ autotangents on and see if everything reads correctly, a lot of principles can still be applied even at this stage, overlapping action, secondary action, squash and stretch, anticipation are all readable.

The problem with this state is that it feels like its running at a lower framerate compared to that of full spline/autotangents, it feels like its missing parts of the animation however it can become a large mess of keys.

The final version of the animation, using spline. Spline creates a rather smooth looking animation however it requires clean up with this method of animating compared to others so after your done animating the majority you clean up parts to make the transitions smoother because of the amount of keyframes used.

Overall however the project turned out well, the character’s are close to the storyboard and emote and act in a rather cartoony way. The part about it that’d change for next time would most likely be the exaggeration, pushing some of the emotions harder might push the style harder and be closer to that of a real tom and jerry cartoon.

Another aspect for next time would be mostly just polishing up the curves more, leaving some time in to focus exclusively on that however with the amount of keys done there might not be as much proper clean up needed potentially.

Overall I think the project was a success, minus some minor technical flaws with the presentation.

These ​were poses of the part that weren’t able to be animated mostly due to time limit. They depict Jerry pulling the hammer up and causing Tom to fall over. Which would be the end of the scene. Some exaggeration, squash and stretch would of been used as well as aniticaption and overlapping action and secondary action to achieve the fall and Jerry’s pull. Given more time this scene might of been completed.

Timing in animation 2 : Acting and Staging – Reflective Blog

This module focuses on the use of the animation principles to create a scene that focuses on acting and staging, we’ll be focused on using several characters to create animation that has an action and reaction.

For this project the characters Tom and Jerry have been chosen as their rigs are flexible and allow for a lot of acting choices, like smears and squash and stretch across a lot of the body. More subtle details are whiskers and hair fluff that have the ability to be used for overlap and follow through

(Animation / Cartoon Animation by Preston blair)

Another reason for choosing these rigs is that Preston Blair’s original version of his Advanced animation book has a lot of references to Tom and Jerry as they best showcase the ideas of fundamentals he presents with animation and even though the rigs are 3D hopefully the ideas of his work can be translated to 3D with success.

The first thing done was finding various Tom and Jerry cartoons and finding examples of the two characters actions in their original works, this helped figure out what best works for the two.

Going through example of classic cartoons and finding examples of actions I’d like to recreate was the starting point, slapstick violence requires a lot of sharp, fast timing and spacing as well as using squash and stretch to feel the impact of an hard object against another.

Taking screenshots of Tom from a Tom and Jerry episode using a bat, his anticipation and Arc, mixed with some overlapping action. Brought together to create the idea of weight being lifted, and the arc for a clear understanding of where the bat is going. A smooth C shaped arc and then a hard straight line for when it reaches the peak the release of the hit is also a similar C shape arc even the settle is an arc so in total 3 C shaped arcs to create the hit with the baseball bat.

Another part is timing, with easing in and out, the bat has weight to it with the use of easing hanging on the bat for slightly longer creates the weight, its not a light object so there has to be a moment to show that there is weight to it.

The initial hit of the hat has secondary action with spike being hit and his face squashing and stretching, this helps push the idea of the weight against his face as well as a way of quickly identifying the impact of the bat. Taking these factors into consideration when animating the bat swing will help create the illusion of a heavy object affecting the world around it. Action and Reaction is an important factor to also consider throughout.

Cartoon Character Animation with Maya: Mastering the Art of Exaggerated Animation (Required Reading Range)

(Cartoon Character animation with Maya, Mastering the Art of Exaggerated Animation by Keith Osborn)

In Keith’s book about Maya animation he expresses his desire to create a cartoony characters and begins this process with breaking it down into 4 sections, the Confident walk, Antic, Smear and “Vibration” these together create the idea of his animation. Firstly the breakdown of the keys to help understand the entire action is useful technique in figuring out the important parts of the scene, secondly he always ensures the character has a clean easily readable silhouette to understand everything that happens and lastly isn’t afraid to completely break a character in order to push the exaggeration of the character with the smears. These rough sketches are the foundation of the entire animation and thus several iterations are done to figure out the strongest poses.

Later in the book he shows off his method by using Tween machine and creating the breakdowns with it as well as discussing how to exaggerate the character’s movement to create a toony way of moving, this is similar to that of Tom and Jerry and thus shows just how flexible the method is.

This part of the book describes his need to input another breakdown before the final settle and helped understand that sometimes adding more in-betweens can benefit the movement this was a problem that was occurring frequently in the previous animation specifically limiting amount of in-betweens rather than potentially adding/removing some to help make the animation snap more.

A large factor in creating quick solid movement is the use of smears as it makes up some of the information that gets lost during a transition, its similar to motion blur too as it smears details that have a similar look in real life. Richard Williams shows examples of how t o use it for transitions, smearing the faces and parts of the body even if it looks off it works and feels good in motion.

Breaking the Joints is another property that Richard Williams discusses and gives examples of, having the arm and hand drag in a way that the elbow is leading the action so that it creates a flow, even if realistically it doesn’t work like that. Drag and Overlapping action follow similar ideas as they don’t always follow the main action but have reactions based on them.

Taking these elements from the books helps create fundamentals of creating an animated scene as well as using the principles of animation to help create the illusion of life.

Once analysis has been done for Tom and Jerry, what was next was considering an idea to create, this involved sketches and thumbnails to understand where elements of the screen and what the characters will do.

The initial sketches of Tom and Jerry, extremely off model but rough to bring out more ideas. It’s about quantity over quality at this stage and thinking what sort of way the principles can potentially be utilised throughout.

Posing expressions and trying to be somewhat more on model. Line of action and thoughts on perspective, staging/appeal and some dynamic movement were being considered.

The storyboards for the short scene, it depicts Jerry holding up a block of cheese and then devouring it becoming a block of cheese.

The shape is a reference to an episode of Tom and Jerry were Jerry is depicted swallowing a whole block of cheese and becomes a similar shaped piece.

Then Tom shows up, showing off a smug demeanor which is the start of the conflict as Tom wishes to dispose of Jerry. However he’s unable to due to his own overzealous behaviour he ends up hurting himself in the process however he has his revenge and Jerry is smug knowing that he’ll fight back.

The boards here have an extra scene of Jerry fighting back however this part was ultimately cut due to time constraints and the focus was what we originally had which was just up to Jerry being crushed.

This was a practice piece of just the two posing, getting acquainted with Jerry’s Rig and seeing how the two balance off of each other. A lot of Jerry’s Controls weren’t turned on or adjusted as much as Tom’s which made certain poses awkward to place with him compared to Tom.

The key poses from the storyboard taken and posed out into the scene, aiming to keep them accurate while also adjusting parts to try and keep the staging as clear as possible.

Posing being as clear as possible is the ultimate goal as later on in the process the animation will become easier to read as the poses will be clear.

Once the keys were done the inbetweens were next,a lot of anticipation, drag and overshoot to use of Arcs. The Arc’s felt like they were the most important as legs, arms, thighs, head all follow some form of Arc.

A pretty common element used throughout was smears, this was used whenever parts of the body moved extremely fast so it helps read better where parts of the body are going. Squash and Stretch was a fairly common way of achieving this, with drag as the palm is what’s pulling the entire motion forward.

Squash and stretch was applied to the face to help with fast motions too, a way of adding a bit more life to the animation as the speed can cause parts of the body to shake or wobble and this was the way to achieve that.

These two screenshots show exaggeration, (Touch and foot) to help push the idea of “Pain” hitting him and to highlight the area in which he is in pain. Pushing the expression can help quickly identify what emotion the character is feeling and what will happen next.

The second screenshot is of the arm, even though it isn’t exaggerated the arm is bent back to follow the ideas of Richard William’s proposed in which it can help push the animation’s flow by not always following the rules of the world.

These two screenshots show two parts of the body that had a lot of overlapping and secondary action as they both almost followed their own path while the body and head were moving. The tail swings around to follow Tom but also can have a mind of its own, the ear can change depending on emotion too but is more dragged around by the head. These two properties were considered throughout.

2 weeks into the project there was a showing on the progress we had made throughout and some helpful reviews were done a lot of the changes with this specifically relating to timing, and it was just to hold some poses for longer the two above are the movements that most requested to “hold” this would help read what the animation was and overall the feedback helped create a clearer understanding of the poses.

The first pass of the tom scene, all keyframes were in and timing was tweaked constantly to try and achieve a clear emotional and flowing animation. The timing of the hammer hasn’t been refined yet here and thus has a light feeling to it, it’ll be adjusted to be heavier and weightier throughout. The swing of the hammer is also too fast feeling like a light item and not something with weight, slowing it down and adding some easing in and out would help achieve that as well.

Video reference footage taken to help understand the movement of the heavy object from lifting to putting it down on the shoulder, the arcs, anticipation, easing were all considered when analysing the footage as well as general timing as reality can help understand that.

Another important thing was the overshoot and impact the heavy object has on someone when it hits their body, what the body does was considered like the thighs shifting weight and parts of the body that were impacted shift to help react to the object.

 

Lastly was the second part and that was the hit, even though later on in the scene the hit was a lot faster this one was considered with the intent to be a slower and heavier feeling also how someone would hold a hammer over their head and the swing is brought down as well as how the hands and movement happens. A sharp strong arc as well as overshoot, overlapping action and some secondary all help push the speed and power of this.

Another video reference this one to help with the idea of weight and how people position themselves, however this wasn’t the main focus it was mostly the easing in and out as well as general feeling of weight throughout.

In future the changing of the pose to focus on the realism might help with having a stronger pose that follows a realistic way of moving however the goal of the entire project was to focus on more exaggerated cartoon-like animation and not realism.

Pose to Pose – Wave Motion

This section will focus on the creation of overlapping action and follow through as well as pose-to-pose, with 3D the idea of pose-to-pose is a little different from how it’s done in 2D but the core concept is the same. Creating Key frames is “The storytelling drawings” they’re an important part of the whole, these poses express the intent and what happens next throughout the situation. Next is the extremes and breakdowns, the inbetweens and the further inbetweens these parts help create the entirety of the motion.

Overlapping action and follow through;

Follow through typically depends on the movement of an extremity which can be:

  • The actions of a character
  • Extremities own weight and flexibility
  • Air resistance

Like a Dog’s ear in the wind for example, as stated by Timing for animation by Harold Whitaker and John Halas.

I took the concepts discussed in the previous section and applied to my own work, this included a bouncing ball with a tail. To begin with I used the previous example of a bouncing ball and did squash and stretch, timing, easing in and out and Arcs but this time had a tail which involved having it sway in a direction opposite than the action happening with drag to help emphasis the idea of the tail being its own independent object compared to that of the character itself.

Similar to the bouncing ball example I believe there’s still some “float” when it comes to this which is most likely due to the spline not being adjusted enough and has been over easing going on to fix this it would need to be cleaned up with breaking tangents and removing keys that hindered the movement.

This is a breakdown of the process for this pose-to-pose of the Tom rig, when creating the movement for this I try and think about it broken down into stages, Firstly is the A key, typically the before action and then the B pose once these are established the anticipation of the action is next then the drag/breakdown, then an overshoot which can depend on how harsh I want the movement to be when it hits the B pose.

The posing and general silhouette of this is solid, I tried to keep everything as clear as possible however I believe his hand emerging from behind him needed to be cleaned up at tad as it snaps rather awkwardly into the next pose, adjusting the frames or his arm some might of given some help in fixing this issue.

Creating Overlap

The exaggeration throughout I believe helped make the final key overall solid, as it pushed the sadness of Tom. A concept that Richard William’s discusses in the survival kit is the idea of “breaking the Joints” which a lot of the time just involved having the character’s limbs not completely be stiff and follow the limits of real joints throughout and I try and use this concept as it helps with more cartoony characters. A similar idea to exaggeration as its pushing the limits of something for the sake of the animation looking good.

Squash and stretch in the eyes gave an interesting “zip” like eyes darting back and forth. Sometimes small details help with making something toony.

Another example of using the Tom rig for a Pose-to-pose exercise, this one involving Tom snapping. Similar to the previous example it has Tom posing from a chin rub to a double point then a snap, the idea being he’s pointing something out and then understands.

This time the focus was on exaggeration with the face controls and follow through/overlapping action of the ears, arcs are always important throughout these too, trying to make the arms/hips/face all follow an arc in a way that keeps the motion looking fluid.

The overall movement of this exercise is solid however a fixing of timing, might make the movement more snappy and less start/stop-like as right now it has a very stiff look to some of the movement and going through and cleaning that up would take some time to help smooth out the movement.

 

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