While been busy animating, I still have manage to find time to sketch some poses from real life and photo reference. It is very important to analyze our environment and try to understand how thinks work and how they look. Is that database in our brain that will help us latter on our animations.
Also, going back to the roots, and drawing instead of just watching, awakes the artist inside us.
Here are some sketches and 3D poses of some of them:
Dynamic sketches:
excitement sketches:
excitement 3D poses:
Devastation 3D poses:
A journal about my journey in to this amazing field.
-EXCUSE MY ENGLISH-
Monday, May 22, 2006
More advanced animation principles
Ok... I have been playing with timing, spacing, squash/stretch and anticipation, now is time for arcs and overlap. Things are starting to get a little more complex, and at last Im starting to put some character in to my animations. Here is the pendulum animation and the thought process behind it:
On this next one I had a lot of fun. Not just because I could add more character to the animation, but because is my first attempt to use the almighty "pose to pose" method of animation after I am a student at Animation Mentor, I used it on the one leg guy. I used the "layering" method on de body of the ball with tail and the "straight ahead" one on the tail itself:
Actually, all the principles have always to be taken in to account, but there are animations that are more focused on ones than the others.
The "pose to pose" method can be fun to animate when the keys are in stepped mode (keys that hold the position in Maya). The challenge is going from there to the spline. The animations tend to be too floaty and slow. I guess eventually I will get the hang of it, but right now I have to focus on getting better at that transition.
On this next one I had a lot of fun. Not just because I could add more character to the animation, but because is my first attempt to use the almighty "pose to pose" method of animation after I am a student at Animation Mentor, I used it on the one leg guy. I used the "layering" method on de body of the ball with tail and the "straight ahead" one on the tail itself:
Actually, all the principles have always to be taken in to account, but there are animations that are more focused on ones than the others.
The "pose to pose" method can be fun to animate when the keys are in stepped mode (keys that hold the position in Maya). The challenge is going from there to the spline. The animations tend to be too floaty and slow. I guess eventually I will get the hang of it, but right now I have to focus on getting better at that transition.
Continuing with the ball
I have been busy animating balls. Trying to understand the physics involved on it, and using the animation principles to be able to replicate reality. I need to feel the weight of the ball just by playing with timing and spacing. Here is an example of that (The planning shows the thought process behind those animations):
And taking that even further is this obstacle course. For the first time using, squash/stretch and anticipation:
On this animations I have been using the layering method, animating the different axis of rotation and translation as different elements.
And taking that even further is this obstacle course. For the first time using, squash/stretch and anticipation:
On this animations I have been using the layering method, animating the different axis of rotation and translation as different elements.
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