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.

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