This is the final Playblast of our Animation Physics assessment. It involves a man jumping over a creek and turning around only to see there was a bridge there all along.
This assessment was a very good learing experience, it was useful for learing about weight and timing. The secret is all in the hips and was interesting to see how it all worked and also getting it to work. The anticipation of the jump was the most fun part to work on, it allowed me to put some personality into the animation and build a kind of emotion. The turn at the end was the most challenging as it involved weight shifting and changing direction two things I need the practice in, if was fun to learn how its done. The look of surprise and the head slap at the end was also fun, I always enjoy making something a little funny.
For an Animation Physics assessment we had to pick one task from two complexity levels. I picked a ‘jump over a gap’ and a ‘turn 180 degrees’, the reason I picked this was I felt it was a good challenge and something that would be fun to animate. To start with I had to do some thumb nail drawings and do some research into what I wanted to achieve. Below are two video references I made depicting the style of jump I wanted my character to do and just a simple turn around to see how weight shifts. Although the final result ended a bit different to these videos, this was just a reference to the general movement of the character.
Here is also a copy of my very poor thumbnails. It does not have the turn included but does show the jump I wanted to make. I now realise I need more anticipation and more exaggeration but hopefully my final work will show these things.
Also during the year I have been reading and studying Richard Williams, The Animator’s Survival Kit, Expanded Edition 2009. This has been a very helpful and interesting book and below is a copy of one page (213) that I felt was useful for this assessment. With good key poses and clear arcs I was always keeping this in mind while animating my character.
Two poses for animation a ‘Happy’ pose and a ‘Tired’ pose.
This is the final product for my Sneaky walk cycle. After the help of my reference material, help from my teacher Rose and a lot of trial and error I have come up with this. I feel it’s what I was setting out to do. I really like the personality of it as well as how his body moves in a physical sence. The placement of his upper body while moving and the shifting of weight onto his tip-toes, I think, give the right amount of realism and cartoon look that I was going for. The movement of the arms and head show the flexibility of the character. It was fun to make as well as interesting. It’s funny how the previous bouncing ball exercise works right into this. Mostly the follow through of the hands and arms as well as the head and shoulders.
This is the same walk cycle just shown on a side view. At the start this is where I did most of the work, trying to get the body to look right as well as look entertaining. My reference video was also taken for a side-ish view so that helped matters. The is was also the easiest way to get the feet right and make sure they didn’t slide around when he walked. It was also a better way to get the key poses such as extreme up and down, to really make sure I get the contrast of the different heights.
I really enjoyed making the key poses, that’s where the personality of the walk is. I feel there could still be some improvements, maybe more follow through on the hands or head or more movement into the shoulders. However as a first attempt as a personality walk im still very happy with it. I look forward to creating more and practicing other personality to see how they all differ as well as work together.
So this was my first look into what i was trying to creat with a sneaky walk cycle. The thumb nails are an attempt at the key poses for the walk.
The extreme up is a little cartoony but I was trying to make something somewhere between cartoon and real life sneaky walk. I do find that my thumbnails weren’t enough information to do this walk successfully, so I began to look for more reference material as well as make my own video reference as anything I found on youtube.com was no what I was after.
Here is a page taken from Richard Williams, 2009 ‘The Animators’s Survival Kit, Expanded Edition’ p.172.
This is a lot closer to what i was after, more detail then my own thumbnails. The frame rate as well as the body’s movements really show the shifting of weight and the personality of the walk.
Still i needed more, something to show the personality of my sneaky walk and how my character would sneak around. So this leaves a video reference.
After looking through youtube.com i found that nothing was what i was after. Most of the videos were more creepy then sneaky and didn’t have that comic or silly feel that i was after. I wanted a cartoon while still being realistic. So i was left to do the walk myself. Although I still look a little robotic or wooden it was the poses i was after. The arms shifting across, the moment of the body and the idea to always stay on the tips of the toes was what i needed. This was very helpful in making the final product. Moving through frame by frame to find the key poses i needed then filling out the inbetweeners to give the walk life and personality. This i will go into detail in my next post along with the final product.
During this bouncing ball exercise we have been referencing and researching different ways a ball may bounce.
The image to the left shows the frame rate that a ball might follow. Showing how it may move in a slow in slow out fashion, have squash and stretch when hitting or leaving the ground.
This was a good reference to start the bouncing ball exercise.
The image now to the left was my ‘Thumb nails’, a drawn reference to the way my own bouncing ball with a tail would now movie. I was trying to create a fast moving, kinda of silly stalking bounce. Giving it a cartoon cat character. At first my idea was to move from side to side then pounce or bounce after a few moments, but the time restrictions ment I was to cut it out and just focus on the bounces.
So this is the final product. I’ve tried to make it a quick bounce to look more like pouncing and at a cartoon speed. I think the tail needs to be softer but im still reasonably happy with the result. I do like how the physics of the ball and tail can translate into most moving thing. The follow through of the tail really does make it seem a lot more realistic and interesting to look at.