Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Unit 65 3D Animation Wed Sep 30, 2009 7:42 pm
1. Anticipation: this is build up to something happening for example a wooden bridge creaking before a wooden plank snaps or when a liquid ripples just before a monster appears.
2. Squash and Stretch: Is when a limb or part of character is exaggerated in one way for example in “Sonic Unleashed” the “Wear hog’s” arms stretch out. In “Jak and Daxter” the Daxter is often stretched out and snapped back to regular size.
3. Follow-Through: This is when a movement is continued due to momentum such as in Mario games when you stop running Mario still slides forward a little bit or in any “Tiger Woods” game hitting the ball is example of Follow-Through.
4. Secondary Action: This is one action causing another action for example when a football hits the post it makes the post shake. Another example is someone getting slapped in the face and the cheeks rippling.
5. Exaggeration: this is when a certain part of a character is out of proportion with the rest of the body for example in anime and manga the hair and eyes are very exaggerated.
6. Arcs: Most movement by humans and animals happen along a arc and not in straight lines so animators will try and re-create these arcs to make animation look a lot more realistic. Only mechanical things will move in straight lines.
Anticipation example
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Character model Thu Oct 01, 2009 2:57 pm
Thats how head is looking so far
Sorry about crap quilty of pics but i have no scaner
Last edited by Kimmy (JH) on Tue Nov 03, 2009 12:25 am; edited 1 time in total
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Sat Oct 17, 2009 4:33 pm
More of character Thing on ear is like mini flag if your wondering
Jake
Posts : 66 Join date : 2009-10-04 Age : 114 Location : wirral
Subject: Re: Unit 65 3D Animation Wed Oct 21, 2009 1:35 pm
Getting better and better jack, look forward to seeing the final product.
DrCuddles
Posts : 148 Join date : 2009-10-21 Age : 34 Location : Liverpool, UK
Subject: Re: Unit 65 3D Animation Wed Oct 21, 2009 4:50 pm
Looks good, but the model is maybe a bit basic for the task?
Declan
Posts : 59 Join date : 2009-09-30 Age : 32
Subject: Re: Unit 65 3D Animation Wed Oct 21, 2009 6:29 pm
The boots look a bit too high up the leg, might affect the walk cycle. I think the legs and torso need alot more work to make them look less primative.
I do think that when its done it will be awesome though
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Thu Oct 22, 2009 7:27 pm
The arms are extruded out of the body and i inserted sevral extrudes in the middle for elbows.
I extruded further to make the rest of the arm, the sheild is just a thined cylinder, the hand cannon is just scaled out lines.
The legs are cylinders basicly box modled
The boots started as 2 ceprate cubes and points added and moved around the fit to the leg and leave room for animation and the 2 ceprate parts allows for foot movment
The boots work I tested them last lesson and made more space for them,
Last edited by Kimmy (JH) on Mon Nov 02, 2009 11:42 pm; edited 1 time in total
DrCuddles
Posts : 148 Join date : 2009-10-21 Age : 34 Location : Liverpool, UK
Subject: Re: Unit 65 3D Animation Mon Nov 02, 2009 1:57 pm
If it all works in your tests then it looks like you've got a good model on your hands, can you post some of the work leading up to your model and sketches and such.
Kizz (AW)
Posts : 95 Join date : 2009-09-30 Age : 31 Location : Whereever I lay my phone (that's my home)
Subject: Re: Unit 65 3D Animation Mon Nov 02, 2009 10:35 pm
It's all looking really good, Jack. But maybe you could go into a bit more detail about how you actually modelled it. If you did that it would be interesting to see how your model has developed over time. Really good work though, broski.
AdoptedKey
Posts : 101 Join date : 2009-09-30 Age : 32 Location : Not Liverpool, that's for sure.
Subject: Re: Unit 65 3D Animation Mon Nov 02, 2009 10:52 pm
links
DrCuddles
Posts : 148 Join date : 2009-10-21 Age : 34 Location : Liverpool, UK
Subject: Re: Unit 65 3D Animation Mon Nov 02, 2009 11:17 pm
AdoptedKey wrote:
links
You make a valid point.
Karl
Posts : 49 Join date : 2009-10-24
Subject: Re: Unit 65 3D Animation Mon Nov 02, 2009 11:34 pm
-10 for lack of afro or whatever hair you had. His boots are good but could use a few more edge loops to take away the sharpness in the toes. Unless that's what you were going for like as an artist with a vision or something, a vision of pointy shoes, in which case I like it.
Kizz (AW)
Posts : 95 Join date : 2009-09-30 Age : 31 Location : Whereever I lay my phone (that's my home)
Subject: Re: Unit 65 3D Animation Tue Nov 03, 2009 12:41 am
It's nice to see some sketches up, Jack. Now I can see that your model is a very good interpretation to what you had on paper! Maybe you could have an orthographic projection of you character, showing the front, back, sides, top and bottom of your character. I think those would provide a better idea of how it would look in 3D to us. Really liking it, bretherin.
DrCuddles
Posts : 148 Join date : 2009-10-21 Age : 34 Location : Liverpool, UK
Subject: Re: Unit 65 3D Animation Tue Nov 03, 2009 12:44 am
The sketches and piece by piece modelling of the character give a clear indication of how you did this and what your preliminary design was. And it looks like you met that design well. Looks good with your sketches and as Alex says an orthographic projection of your character would look great at this point.
Joe
Posts : 20 Join date : 2009-09-29 Age : 32 Location : Liverpool
Subject: Re: Unit 65 3D Animation Tue Nov 03, 2009 2:41 am
This is looking really good i get the type of character you're going for though maybe work on the texturing and adding some more detail
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Sun Nov 08, 2009 11:07 pm
The sheild is a stretched sphere with reduced polygons
To make the shape of it I pulled some points forward
For the view port on the sheild i started by cutting a hole out
After creating a new polygon I extruded it and pulled lines out to finish up.
DrCuddles
Posts : 148 Join date : 2009-10-21 Age : 34 Location : Liverpool, UK
Subject: Re: Unit 65 3D Animation Sun Nov 08, 2009 11:13 pm
Nice idea for the shield, is that a gap for him to look through?
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Sun Nov 08, 2009 11:22 pm
To start the arm canon I extruded the end of the arm.
Then I created a few more polygons and scaled those lines out to make the rounded shape
Then I created another poly and extruded it down.
Last of all I closed the end poly.
DrCuddles
Posts : 148 Join date : 2009-10-21 Age : 34 Location : Liverpool, UK
Subject: Re: Unit 65 3D Animation Sun Nov 08, 2009 11:31 pm
You should think about making the cannon hollow. This would make for a good animation if you wanted to look down the end of it and have the enrgy blasting out.
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Sun Nov 08, 2009 11:33 pm
To start the cape I made a cylinder and sclaed down both ends.
Then added a bend to it
Then with soft selection I scaled out the bottom of a plane
Lastly I used cloth tag to fix the planes top points inside the cylinder.
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Sun Nov 08, 2009 11:43 pm
DrCuddles wrote:
You should think about making the cannon hollow. This would make for a good animation if you wanted to look down the end of it and have the enrgy blasting out.
After Andy's advice I decided to start editing the arm cannon so I started by inner extruding the end
Then I extruded it down to make it look more like a weapon.
Thanks andy
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Mon Nov 09, 2009 12:06 am
To start the visor I pulled some points down
But I have to move them forward or polygons cross over
The finished visor
DrCuddles
Posts : 148 Join date : 2009-10-21 Age : 34 Location : Liverpool, UK
Subject: Re: Unit 65 3D Animation Mon Nov 09, 2009 12:21 am
The step by step of seeing this unfold into the full model is great! Are you going to put some features on the face?
And thanks for taking my advice!
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Mon Nov 09, 2009 12:31 am
These are pictures of how pelvis is made by taking a cube and moving points around to give it shape and place for the legs.
Also I am going to add features later or use textures to make it look better.
Kimmy (JH)
Posts : 179 Join date : 2009-09-30 Age : 31 Location : A 2D plane of existence
Subject: Re: Unit 65 3D Animation Mon Nov 09, 2009 12:38 am
As my character has a helmet I decided to model somthing to show ears
I used a tube shape and scaled down the end
If anyone has any idea what I could do with them I will happly read them.