Character Creation: Reflection

  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

Creature Creation: Navigating the Industry Pipeline – Environment, Lighting and Final Outcome

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

Animation Strategies: Body Mechanics and Performance – Weight Lift Feedback and Final Animation

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

Animation Strategies: Body Mechanics and Performance – Weight Lift 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