Reflection on the Run Jump, Weight Lift and the Lip Sync
This is my Blog post for the run and jump, the weight lift and the lip sync, I really enjoyed working on all of these pieces and discovered a lot of new ways to help my work flow work smoother and more seamless in the future, I ran in to some complications whilst working on these project but found some interesting techniques to get past them so that I could continue to animate. It was fun to play around with different weights and speeds and try to find the one that has a good balance for the piece.
The run and jump was trickier than I imagined, especially when getting the movement of the ground to match the pace of the feet, although I believe that the hardest part was reducing the slide of the feet on the ground and keeping them from clipping through the floor whilst taking off and landing I found quite a simple wok around for this which was parent the camera and the lights to the ground and move the ground to keep his feet above the level, this mixed with the shakily add-on for the camera, really didnโt cause any unwanted effect, going back to the shakify add-on, I wanted to make it almost look like someone was actually recording him, instead of having a solid moving camera as it did not match the overall aesthetic for this piece of work, I believe that this pulled the scene together and gave it more of a finished look. The actual overall animation wasnโt too tricky especially whenever using the blocking jump reference give to us by Aodhan, which was also easy to follow along and quite enjoyable trying to tweak everything to get it looking right. The lighting was a simple 3 point lighting system using the โ3 point lightingโ add-on in blender. ย When I was making the gap that I wanted him to jump over, I kept it as a plane and moved it along the ground to make it look as though he was approaching a hole, but this came with its own series of problems one of which was the fact that It looked like a black void and gave off no real sense of depth so to combat this I realised that if I added another plane and gave it a darker colour then I could give off the effect of a 3d gap, the only problem with this is that the camera had a changing view of the gap over the course of about 5 seconds, so I then realised that I could just add shape keys to the โdepth planesโ and change them over time to look like the angles were correct for the camera, I actually really loved this idea and so I started to work on it to get it looking right, I set the different shape keys so that I could key frame the change depending on the camera, this worked wonders and made the gap look realistically 3d and not just look like ย two planes layered one atop the other, another issue that I ran in to whilst doing this was the ย fact that at the start whilst we were moving up to the gap then there would be a stage in which the view would not be great enough to see over the edge and see the other side of it, therefore I decided to key frame the visibility of the plane so that it looked like it appeared whilst the camera went over the gap just like how it would in real life, I really believe that this turned out great and I am happy with the outcome of the overall piece.
I think that the lip sync was my favourite one out of the three of them to do, thereโs something satisfying about getting the audio and the lips to match, the audio sequence that I chose was from a TV show called โparks and recreationโ I believe that the sound that I chose was a good candidate as it would let me add different facial expressions to convey different emotions and not just one, there was anger, confusion and almost a hint of sadness throughout this bit, so I decided to run with it and see how it would go, working with audio can be kind of tricky and tedious but once you feel like youโve got it, it all fits together well. For the beginning body pose, I chose more of a stern look, with the hands placed on the hips to convey a serious tone and I dipped the eyebrows also to enhance the effect. I focused a lot on the eyebrows as that is the main tell in someoneโs intent and expression, for instance I made the rig raise one eyebrow when I wanted to convey a sense of confusion, or even nearer the end I raised both eyebrows to try and portray a feeling of helplessness that her point wasnโt getting across or to convey disbelief, I believe that it could be seen both ways. Her hands were also a good way for me to get across her emotions, I only moved them when I thought that the part was getting really serious and make it give the feeling that she really wanted to be heard out. I also made her tap her foot near the start to show restlessness and annoyance although this is not shown in the final render as I was having complications with getting it to render within a different framing. Working on the head was quite fun as it came with some secondary animation with the hair, so for the pony tail I did the pendulum method to convey a sense of weight being thrown around and in the hair curl at the front I made it kind of spring up and down depending on the movements of the head.
For the weight lifting things were a bit different, in the sense that there didnโt need to be a whole lot of movement, but whatever movement that there was, had to be effected by strenuous weight, I would be lying if I said that this wasnโt a difficult animation to do. Originally I wanted him to lift an anvil off of the ground, ย had everything set up for this and it was working but I ran in to a lot of different complications with clipping and weird movement when trying to use the dynamic parent add-on with both hands on one object, but to be fair this made sense that it didnโt work, so instead I decided to scrap the idea and go for something that would let me parent two separate objects to the two separate hands, the fingers were also quite easy to get right as I just pulled them closer to the bar until I saw them start to clip and moved it up a little bit, this let me portray the sense that the model was actually wrapping his hands around the bars, it was difficult at times working in the local axis though, but it was easy to manage once I got used to it. so instead of the anvil I decided to model dumbbells and dumbbell racks, and have him lift those instead, this seemed to work great and it also allowed me to slow down one of the arms almost as if he didnโt have as much power in that arm, this also then led me to delaying the coming up of the shoulders and added to the effect of struggle. Whilst modelling the dumbbell I wanted to keep it simple as that was not the main feature of this animation so Its pretty much made up of five cylinders and two gears and then I just subdivided them and parented the cogs on to the weigh as I didnโt want the cogs to get subdivided, but I knew that I wanted to add an actual background to this piece all whilst still keeping it kind of a simple area, so I duplicated the dumbbells and removed the parents, joined them together and added an array modifier on them to create two rows of dumbbells going in different directions, I also added a dead lift mat just to break up the symmetry of the background.
Overall I really enjoyed working on these projects and learnt a lot from the classes and different videos that helped to explain things to me on a different level, I believe that working on these will definitely have an impact on my future projects and on my overall work flow. The blocking out of each animation really helped me to get the movements down right and keep them smooth and working coherently, it also allowed me to imagine new ways in which that I should move the character to give a better sense of weight or attitude although I did not like the blocking out that I did for the weight lifting piece as it didnโt seem to fit, so I redone it when I changed over to the dumbbells and it seemed to work great. If I were to go back and change anything it would probably have to be adding a bit more animation after the weight lift as I kind of just stuck with the end of the blocking and I believe that if there was more on to the end of the weight lift then this would have been a nicer and smoother looking piece.