Advanced Animation / Project 1 (Walk Cycle Animation)
June 17, 2024 - July 01, 2024 / (week 8 - 10 )
Anandya Dewi Saputra / 0354651
Advanced Animation / Bachelor of Design (Hons) in Creative Media
Project 1 / Walk Cycle Animation
LECTURES
All lectures are completed in Task 1,2 and 3 Exercises
INSTRUCTIONS
In this project, we are going to learn or study different facets of animating with an emphasis on different forms of walk cycles. To start with, the animation rigs should be studied, and then we need to collect some reference information about the vanilla walk (a simple natural walk) and attitude walk (the walk that is accompanied by a certain character). We have to analyze the collected references, identifying and marking the extreme poses for the key phases of the walk cycle. The project requirement is that it has to be made in Blender with the following settings: one gets the image size of 1280 x 720 (HD) or 720p and the frame per second (fps) 24. Similar to what we learned from the animation fundamental module, we have to put each frame in the pose of walking, but in 3D, we can do the leg movement first and then proceed with the hand so we don't have to do everything at the same time which is more convenient and time-saving if we ever needed revision. We downloaded the rigged characters that Mr. Kamal provided and started putting each pose in the keyframes.
Fig 1.0 Walking cycle animation |
After completing the walking cycle, Mr. Kamal taught us to adjust the movement using the graph editor. It's a bit tricky at first but as time goes by you'll get the hang out of it. This graph editor is useful to animate attributes like location, rotation, and scale. It allows for the change in the curve slopes (the pacing/speed) controlling the keyframes and defining the easing for a better motion look and other characteristics for precise control.
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