Another week, more animation! This week I focused on the dog and improved his walk animation. I also tried something new and received critiques on an animation from another angle, this time from the side. Usually, you animate to a camera and as long as it looks good in that one camera then it really doesn't matter how you "cheated" to get it there (sometimes a character walking towards camera is actually taking 10 ft long steps just to get the right angles in the legs). The dog walk was throwing me for a loop from the front angle so I stepped to the side to see how well it looked from there... not bad! The bounce shot also went from blocking to splining this weekend (meaning there is animation between my poses from last week)
Notes
Dog walk
- rotated camera towards center
- Smoothed foot rolls so the feet take off at the last moment without floating the weight
- Smoothed head roll arc so it doesn't hit a "wall"
- added snout overlap
- smoothed ear arcs
Bounce Prep
- rotated camera towards center
- splined all controls, ironed out pops
- focused on bounces in body, head, and shoulder
- smoothed frisbee arcs
- did a finger pass on screen left hand
Sunday, February 13, 2011
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