Animation Strategies: Body Mechanics and Performance Portfolio
WEIGHT LIFT ANIMATION Side View: Front View: Perspective View: LIP-SYNC ANIMATION
WEIGHT LIFT ANIMATION Side View: Front View: Perspective View: LIP-SYNC ANIMATION
As someone on the ASD spectrum who’s not too keen on change, swapping to the updated version of the ‘Rain’ rig for my second assignment, with its different set-ups, new switches/controls, and the cloud rig replaced by cog wheels was, if I’m honest, initially off-putting. However, with a little practice, I quickly became accustomedContinue reading Animation Strategies: Body Mechanics and Performance – Reflection
Once again, suggestions on ways to improve my animation were provided by my tutors. However, for this second animation, I was delighted that the feedback was mostly positive, with the lip-sync described as ‘excellent,’ the facial expressions as ‘good,’ and ‘the timing, and character; ‘brilliant.’ However, as always, there were also things that I couldContinue reading Animation Strategies: Body Mechanics and Performance – Lip Sync Feedback and Final Animation
With the weight lift animation finally completed, it was now time to move on to the second part of this assignment, the lip-sync, which we were to create using the new, updated, and recently released version (V3) of the ‘Rain’ rig for Blender 4.2. Given creative freedom to choose our own 8-10 second audio clip,Continue reading Animation Strategies: Body Mechanics and Performance – Lip-Sync Animation
Initial Design Concept (Photoshop): Final Design Sketches: ZBrush Sculpts: Blender 360° Turntable: Textured Components: Skull: Body Detail: ‘Anxiety’ Tail Appendage: Textured and Posed 360° Turntable: Final Bedroom Environment: Final Render:
All in all, while this was the most work-intensive assignment competed to date, I can honestly say that it has been the most enjoyable, and that the Character Creation module the one I feel I’ve learned the most from so far. Motivated by discovering that the word ‘monster’ is derived from the Latin ‘monstrare‘Continue reading Character Creation: Reflection
Environment: The final stage of the pipeline was to develop an environment in Unreal Engine 5 (UE5), into which the posed creature would be placed that would evoke emotion, and demonstrate storytelling in a single shot. Having decided to mainly base my creature design around a dog, the obvious environment was a domestic setting. However,Continue reading Creature Creation: Navigating the Industry Pipeline – Environment, Lighting and Final Outcome
As before, extensive feedback suggesting ways in which to improve my animation was provided by my tutors, Rachel Dixon, Aodhan McNicoll and Alec Parkin. Feedback was again provided during class one-to-one sessions, and on a frame-by-frame basis through SyncSketch, and given a weight lift animation is such a difficult piece to get right at thisContinue reading Animation Strategies: Body Mechanics and Performance – Weight Lift Feedback and Final Animation
‘Body Mechanics‘ is a term used to describe the way in which we move, and hold our bodies as we sit, stand, lift, carry, bend, and sleep (Physiopedia, n.d.), and when animating, our ultimate goal is to relay this movement in a realistic and physically accurate way, which increases believability, and creates emotion byContinue reading Animation Strategies: Body Mechanics and Performance – Weight Lift Animation
Rigging: To facilitate posing, my creature was then rigged and weight painted in Blender. However, on checking the weight painting, I discovered that issues had been created in the extremities of tail appendage due to some weight painting leaking into other joints within the pelvis. However once the ‘bone’ causing the problem had been identified,Continue reading Character Creation: Navigating the Industry Pipeline – Rigging and Posing