Wednesday, 29 May 2013

Final Animation.

   The following videos illustrate the final animation for the module. Through much trial and error, i managed to make something with some moments of realistic weight diffusion. However, there are many things in hindsight I could do to increase the efficacy of the animation.


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. 

Friday, 24 May 2013

Final Animation Work.

   After much experimentation with rigging and control grouping/linkages, I managed to make an animation from a model I designed. The design of this gunbot was made with animation in mind, as all the leg joints are spherical, allowing for 360ยบ movement articulation. By linking the legs to the waist rod, I was able to make control groups on the waist rod, chest plate and feet. I also made a 'child' link to the head and shoulder guns, allowing these parts to move more realistically and mechanically with the legs. The long perspective lines in the previous posts screenshot illustrates how these child control groups work with the movement. The head slides round as the waist moves forward, as does the chest plate, allowing for a genuine 'targetting matrix' aesthetic. I feel this has succeeded, especially with the turn and shoot part of the animation. Achieving a sense of weight was the most difficult part, considering the rules of animation. Counter movements, slight juddering frames on the waist between big movement frames created a more robotic walk cycle. 

 
These films illustrate the animation style I have been making. I will continue to evolve this in the coming weeks, to see if I can achieve any further movement cycles, although the continuity of this remains difficult. However with the learning curve I have undergone during this module, I am confident I will be able to make the animation 'better' in every sense. The end in particular, I was attempting to make a jump... Obviously this was more taxing than I had first thought... 

Wednesday, 22 May 2013

Final Animation Idea.

   My final animation idea was to have a large Gun-bot with inverse legs (inverse kinematics) to create an interesting, irregular yet mechanic movement set. I will be completing a test rig&run over the duration today, and the following screenshots illustrate my progress.


   As these images show, I have made some significant ground in developing my final animation. Custom assigned control groups, many separate mother-child linkages and HI solver/IK solver use to allow for rigid, realistic movements. 

Walk Cycles


Key frame animating the walk cycles was the key point in learning how to adapt the technology to suit the making of my own walk cycle. Again, this was the same skill-set as the previous tasks, just further evolving the understanding. I am confident I will be able to make an animation with my own model due to the skills learnt here.  






Example of the control groups/constraints and their manipulation areas. 


Rigging poses.

    This video illustrates how a more complex rig, with multiple control groups, one can produce recognisable human poses. This showcases further key frame control and comprehension. However, this was essentially the same task as the bunny, except infusing the bipeds/skeletal rig. A token Hadouken pose is included with hilarity. 

Floppy Bunny. (anticipation)


    These videos illustrate the basic manipulation of control groups on a pre-fab model. This involved key framing which utilised squash and stretch points to convey tangibility. After this, a basic camera track was implemented to accent certain parts of the animation overall. The exercise improved my basic understanding of key frame animation in 3DSMAX, and the skills imbibed will enable me to make my own, short animation for the end of the module.