Showing posts with label Character Animation. Show all posts
Showing posts with label Character Animation. Show all posts

Wednesday, 22 May 2013

Character Animation Evaluation


Character Animation Evaluation

1. Physics of Motion in relation to character movement
2. Interaction with objects
3. Expression of weight and volume on the character
4. Expression of intentions or feelings
5. Use of anatomically correct animation
6. Deviation from real or expressive movements
7. Lighting and camera angles

In this evaluation essay I will be addressing each of these points individually and then justifying them in a collective summary at the end.

To begin with, the movements of my character at the beginning of the animation fit within the boundaries of realistic movement and so follow the physics of possible movement for living things, it has been done in this way because the first half of the animation connotes a serious feel and so the character must move realistically and not exaggeratedly. However in the second half of the animation when the screen fades in to reveal my character running away from a large boulder, his movements are comically unrealistic and although are physically possible are not a realistic because the scene connotes comedy toward the character and the situation he is now in.

My character successfully interacts with an object in the first scene of the video where he makes a hat grow from thin air in his hand and places it on his head. This object subsequently later interacts with the second object of the animation, the large boulder, as it is flattened under the boulders weight after falling from the wizard’s head whilst he comically runs to escape the boulder.

The expression of weight and volume on my character is subtle, like with an average sized human being, and can only really be see during the walk cycle at the start of the animation. The characters weight is portrayed by the amount that his legs bend during each step, in this case they seem to bend a little bit exaggeratedly for his apparent size. However the movement can be an indicator of his volume as heavier characters tend to larger and lighter characters tend to be small or skinny (or both), so this indicated that despite his proportions he is a heavier character.

During the animation the character expresses two emotions and two intentions. The first emotion is in a wink to the camera, which connotes friendliness and a happy emotive state. The first intention is when the wizard is casting a spell, this is a dramatic intention and the movements are slightly exaggerated to show that he intends to cast this spell. The second emotion and intention come in the same piece of movement, while he is running from the large boulder his exaggerated movements and his action of running connote the emotion of fear and the intention of attempting to escape the boulder before it crushes him like it does his hat.

Anatomically I believe my character animates correctly. His joints are in the correct places and they bend in the correct directions, so he moves normally e.g. when he moves his arms the elbows bend in the right direction, same for the knees. His head can roll around the shoulders. His shoulders and hips bend properly etc.

Despite my character having anatomically correct movement such as walking, putting the hat on his head and casting the spell, he is not limited to realistic movements and actions. The characters run cycle is comically exaggerated and although the movements are anatomically possible for the skeleton they are not logical for any living creature to do, this was to add another level of visual comedy to the scene on top of the already comical situation of the character running to escape the large boulder rolling after him.

The lighting used in the scene was simply an area light appropriately placed above the scene to illuminate the character and his actions. A single light was used because the scenery surrounding the character was an empty white space, aside from a horizon line, and if spot lights would have been used the character would have been washed out with brightness, because of the empty bright scene surrounding the character, a single are light that illuminated everything equally was all that was needed.


To conclude, my character animation uses simple scenery and lighting to put full focus on the actions of the character, which at the start are realistic and set up a serious scene as he walks toward the camera and casts his magic circle, the wink is a part of this serious scene to give the character a personality instead of appearing robotic and to stop it being too serious and boring (seriously boring). The movements of the character and the events of the whole animation create two contrasting scenes, the first a serious build up to the second, which is a comical conclusion. I believe that the two together create an enjoyable animation.

Sunday, 17 March 2013

Character Animation - Final Output

Here is my final character animation video fully animated.

Character Animation - Running

The final scene of my video is the comical ending where my character attempts to escape a large boulder which was accidentally summoned by his spell.
I am not happy with my characters run cycle in this scene as it is unrealistic and I will be changing it for the final video.

Character Animation - Spellcasting with effects

Here is my charcter animation so far but now I have added special effects to the spellcasting parts using the 'particle playground' effect in Adobe After effects.

Character Animation - Spellcasting

Here is my wizard casting his spell based on the body movement from the game Skyrim.
 

And bellow is the spell taking effect by the appearence of a magic circle.
Now that I have created these scenes I will be adding special effects to them in Adobe After effetcs to make the character and scene appear more magical and visually interesting.

Character Animation - Spellcasting Refference

As my 3d character is a wizard he will cast a spell in my video. For refference I looked at video's on youtube of the characters of Harry Potter casting spells with their wands, but I found these movements to be simple and not visually interesting, it was the special effects that gave their visual appeal. So afterward I looked at the master level spell casting body movement from Skyrim and found it much more visually interesting.

Character Animation Tests - Walk Cycle

My First animated scene. Animating something this simple was surprisingly difficult using the rig I had created as it isn't perfect but I am quite happy with this basic walk.

Finger Control

Possibly the most tedious task in rigging my character was animating the fingers to move/curl depending on the position of their controller.

To animate the fingers I used 'set driven keys' which program the bones to be in certain positions and/or rotation when the controller is rotated to different amounts.


Reverse footlock

It was advised to me that creating a 'reverse footlock system' skeleton rig in the feet so that the toes always point to the foot controllers.

It was very difficult to create separate from the rest of the skeleton and required multiple 'parenting constraints' to make it and the bones in the foot interact in a way that makes foot movement appear more realistic.

Joint Targets

To make sure my models joints point in the corrent direction, I have had to create 'targets' for them.
 



 
Now when I move the wrists and feet in a way that makes the knees and elbows bend they will point wherever I put the 'targets'.

Skeleton Rig Controllers

Here I have created controllers on and attached them to certain parts of the skeleton so that I can control the skeleton which will control the wizard from outside the body/mesh. I have put controllers on the wrist joints that control the rotation of the bone so the wrist can bend, they also control the position of the Ik chain handle that is in the wrist which will move the wrist and bend the arm.

Wizard Skeleton Rig


Here is the simple skeleton for my model. Ik chains have been attached in various places to create automatically bending joints so that I wonlt have to bend/place the joints myself e.g. the elbows and knees. To create this effect I put Ik chains from the shoulders to the wrists and from the hips to the ankles so that the elbows and knees will bend on their own.
 

Wizard  character Final Model renders. Flat (Top) and Smooth (Bottom).

Tuesday, 27 November 2012

Character Animation Test

A quick animation test of the first scene of my storyboard and animatic. In this I am using Norman, the character rig used by animation students at the University of Lincoln.

Character Animation Animatic

An animatic for my character animation to test timing and camera angles.

Wednesday, 21 November 2012

Wizard Character Animation Storyboard2

An improved storyboard for my wizards animation based on feeback from my classmates and tutor. My wizard now has interaction with his hat, multiple movements of walking, spell casting, and running, also special effects will be added to the final render for the magic and smoke.

Wizard Animation Storyboard

A quick idea for my wizards animation, he will attempt to do magic three times, each time going more comically wrong than the last.

Wednesday, 10 October 2012

Geometry Practice

My attempt to create a human over the summer is a good example of bad geometry. He may look ok as he is, but if he was rigged he would be very difficult to pose or animate due to the lack of edge-loops which allow models to deform smoothly.