Module Evaluation.
I removed the suspension moment at the end of the previous animation loop, as that wasn't congruent with my vision. Instead I attempted to make a more fluid, yet stuttering loop. Suggestive of some faster reactive movements, mixed with slow, systemic kinaesthetics. If I'd had the time, I would've liked to re-animate the cylindrical cannon bearings/struts so they retracted when the shot pulse propagated. Upon further movement articulation, I also discovered the inverse legs were making things exponentially fiddly. As I had linked the control groups governing the chest plate and head together, the movement of the hips was also effecting the shoulder guns and head angle, and as the hips had to move in strange way to accommodate the inverse kinaesthetics. I made the hips drop and raise over 3 frames when the foot contacted the floor. The purpose was to evoke a tangible weight to the steps, which on one step in particular, works very effectively.
To conclude, this module has taught me many new aspects of animation design, and 3DSMAX facets. Considering the rules of animation during the core modelling stages of the gunbot was the biggest challenge. Deciding which parts of the model should be control group centres, and which parts to link took a while, as i wanted a weighty/clunky, yet exact walk/shot cycle. Using the animation facilities in MAX also had an unknown by-product of improving my modelling skills. As I used Maya to make the bot, the import function was also used, further adding to my digital toolkit and knowledge of program porting processes.


