This is the final version, I handed it in today.
Wednesday, 12 May 2010
Tuesday, 11 May 2010
Dialogue- lipsync, cleanup in progress
This is what I have done so far:
I added lipsync and expressions and cleaned up the roughs a bit; it's not a proper cleanup, they are still rough lines, but they are more readable this way.
I still need to add some details to the characters and refine the backgrounds and I think it will be ready to hand in.
I added lipsync and expressions and cleaned up the roughs a bit; it's not a proper cleanup, they are still rough lines, but they are more readable this way.
I still need to add some details to the characters and refine the backgrounds and I think it will be ready to hand in.
Labels:
animation,
character animation,
cleanup,
dialogue,
lip sync,
work in progress
Tuesday, 4 May 2010
Dialogue- rough animation (inbetweened)
This is the newest version of animation. The old man's movement is inbetweened and head is added. I also fixed the arms animation on 'food' accent and animated the kid, apart from two or three inbetweens. Boy's hand animation is still missing, and old man's belly has to be added in- I will add these next, probably, and then move on to facial expressions, and then to lipsync, and if I still have time, I will add hair and clothing.
Labels:
animation,
character animation,
dialogue,
lip sync,
rough animation,
sound
Thursday, 29 April 2010
Dialogue- rough animation
This is the newest version. Some frames are missing, this is just the necessary amount of drawings to check the timing, spacing and arcs. Face needs to be added on some frames, too. Some parts of animation need to be fixed, but I am going to leave them alone for now because I spent too much time on them to be able to judge them objectively, and I will move on to other things for now and maybe animate the boy.
Tuesday, 20 April 2010
Dialogue- rough keys
These are the key poses of the old man character:
There's a little confusion with the backgrounds- that's because I couldn't figure out the right perspective, but that issue is fixed now, next upload will hopefully have the right background.
Labels:
animation,
dialogue,
keys,
rough animation,
rough keys,
sound
Dialogue- planning of the animation
These are the thumbnails for the acting for my dialogue piece:
I don't know how to upload sound file to blogger so these sketches can be compared to the actual voice acting by the reader; I will probably upload the sound only with the actual animation tests.
This is a very rough sketch of the steps the old man takes from his position by the cupboard towards the table- the number of steps will be different in the animation, but this sketch just helped me to get the idea of how is that movement supposed to work.
Dialogue- character design- continued
I worked on the designs a little bit more.
Here is the version which is almost final, and some sketches of the character's body and anatomical details
Here I finally got his face right. This is the design I'm going to use- I think it looks a little complicated, but I feel comfortable working with it, I find it easy to operate with and the forms in it are connected in a way that should make them easier to draw from different angles.
This is the final design for the old man and the boy:
Labels:
character design,
concept art,
dialogue,
lamb,
sketches
Tuesday, 13 April 2010
Dialogue- character design
In my sound file there are two characters; I am still working on the design for the old man, the design of the boy might change slightly, too. These are the sketches I've done so far.
First, I was trying to figure out what idea I'm going to use for this piece. I tried to come up with something different than normal human characters, to have something to compare and choose from. I considered portraying the characters as bears, dragons or, well, sheep.
I liked the dragons version the most, but finally I decided that human characters will be the best option, since they won't distract the viewer from the actual dialogue with the unusual setting and unexpected fantasy situation. Below are the sketches I did of the human characters.
The one on the left is the first design of the old man I like and actually, the one I like the most so far; I would love to use it as it is here, but I will have to make sure he won't be too difficult to animate.
First, I was trying to figure out what idea I'm going to use for this piece. I tried to come up with something different than normal human characters, to have something to compare and choose from. I considered portraying the characters as bears, dragons or, well, sheep.
I liked the dragons version the most, but finally I decided that human characters will be the best option, since they won't distract the viewer from the actual dialogue with the unusual setting and unexpected fantasy situation. Below are the sketches I did of the human characters.
The one on the left is the first design of the old man I like and actually, the one I like the most so far; I would love to use it as it is here, but I will have to make sure he won't be too difficult to animate.
In the middle there are first sketches of the kid- I think he can be relatively generic as long as he is cute and has the right proportions for the age his voice indicates, since the main character in the dialogue seems to be the old man and he should get the most of the viewer's attention.
On the right there are just some rough thumbnails of the scene composition and a quick sketch of part of the animation I wanted to note somewhere.
Labels:
character design,
concept art,
dialogue,
lamb,
sketches
Tuesday, 23 March 2010
Caricaturing exercise- finished rough animation POSTED AFTER BLOG SUBMISSION
This is the final rough animation, with expressions, hair, shirt and chips added
I quite like the facial animation, which is mostly covered with chips in the above version, so here's the version without chips
Few bits still need to be fixed, like few frames of the animation of his right hand are a little jerky, or the final part of the first chewing sequence is too stiff; but I will have to move on to the next project for now
I quite like the facial animation, which is mostly covered with chips in the above version, so here's the version without chips
Few bits still need to be fixed, like few frames of the animation of his right hand are a little jerky, or the final part of the first chewing sequence is too stiff; but I will have to move on to the next project for now
Labels:
animation,
caricature,
caricaturing exercise,
fast food,
final,
refined,
rough animation
Thursday, 18 March 2010
Caricaturing exercise- work in progress (refined roughs) POSTED AFTER BLOG SUBMISSION
finished refining main shapes (main body to be added while animating the shirt); now moving on to facial animation
Labels:
animation,
caricature,
caricaturing exercise,
fast food,
refined,
rough animation
Thursday, 11 March 2010
Caricaturing exercise- work in progress (animation)
work in progress, in the middle of refining basic shapes and fixed, non-flexible details; once that stage is finished, my next step would be adding facial animation, and adding the packet of chips, and then moving on to animating hair and shirt
Caricaturing exercise- rough animation
first test of animation for this project; now moving on to refining, adding details and expressions
Labels:
animation,
caricature,
caricaturing exercise,
fast food,
rough animation
Caricaturing exercise- thumbnails
two alternative ideas for the 'fast food' animation, quickly thumbnailed to get the grasp on proper sequence of actions, timing, main key poses and expressions
eventually I decided to use the second one, which is simpler and can be cut shorter (whole thing would be about 20-30 seconds long) and yet it contains all essential poses and movements for this exercise
Labels:
caricature,
caricaturing exercise,
fast food,
ideas,
story,
storyboard,
thumbnails
Caricaturing exercise- character design
first picture is the first set of rough ideas I sketched to help me get a clearer picture of what kind of design I should look for
second page also contains some random characters I sketched searching for some appealing types, but here I finally managed to come up with a type of character I found interesting; I tried to keep some of the more interesting features found in the original real-life model, but I also wanted to keep the 3D volumes and shapes as simple as possible to make the character easy to animate; I think this design is quite successful in combining those two basic characteristics
third page is just few more sketches I did to get familiar with the character and his form
third page is just few more sketches I did to get familiar with the character and his form
Labels:
caricature,
caricaturing exercise,
character design,
fast food
Caricaturing exercise- reference gesture sketches
my sketches of some more interesting and less obvious poses, gestures and mannerisms I observed; I also tried to caricature models' facial features and perhaps personalities, and I'm quite happy with the result
Body mechanics (animations)
I had much more problems with animating the throwing character than I expected;
some things in all three videos, especially the issues with timing/spacing, still need to be fixed, but I had to move on to the next exercise for now
some things in all three videos, especially the issues with timing/spacing, still need to be fixed, but I had to move on to the next exercise for now
Body mechanics exercises- sketches
rough key poses for three animation exercises- throwing, hitting and jumping- animated later;
when sketching, I found the jumping sequence the most difficult to key, actually, while other two turned out quite satisfying
when sketching, I found the jumping sequence the most difficult to key, actually, while other two turned out quite satisfying
Labels:
body mechanics,
gesture sketches,
key poses,
keys,
thumbnails
Walk cycles- normal and attitude walk
basic walk cycle and attitude walk; attitude walk was definitely more enjoyable to animate and I think it shows
Labels:
animation,
attitude walk,
normal walk,
rough animation,
vanilla walk,
walk cycle
Second year- 1st semester
The work I produced on the first semester of my second year of animation course, when we were introduced to maya; we had two assignments throughout this semester, one requiring modeling and the other one being practice of animating using the software.
ANIMATING IN MAYA
The assignment was to come up with a gag, 10-30 seconds long, and animate it in Maya. Once I got my idea polished and thumbnailed, I made a quick rough animation test to figure out the proper timing for this piece
Once I got that right, I moved on to animating in Maya, starting with setting the key poses and then inbetweening them as tight as necessary. The version below is a final one, but it still needs a few more inbetweens- it's not smoothed out, because the splined version still has some issues which would need fixing if I could continue working on this.
Character rig I used is Moom, made by Ramtin Ahmadi.
MODELING IN MAYA
We were expected to model a simple setting based on research and visual references, preferably based on a historical period. My choice was the victorian era, and theme I came up with was a private study of an astronomer who apparently discovered a new planetary system
1. concept art
After I found reference pictures of some beautiful objects from the victorian era, I decided to redesign them slightly, to match the idea better and to fit the scene in the way I wanted them to. These are some examples of my rough concept work from this stage
model of the planetary system
desk
I also decided on the colours and textures of the objects I was going to place in the room; these are examples of the colour concept sketches I painted
pocket watch
Once I knew what I want the scene to be like, I painted a rough image of the scene to help me decide on the overall composition and the preferred camera view
2. refined designs
before I moved to the modeling stage, I had to refine the rough sketches I made before to get precise reference for shapes of the objects and for proportions between them. I cleaned-up the drawings and drew all objects from three points of view for reference during modeling, and also I drew the topdown plan of the room
top view of the room
chair
(no perspective applied in the drawings, for these were imported into Maya and placed on planes as reference during modeling)
3. modeling, lighting, rendering
At the end of the work I was quite happy with the modeling work I did, but texturing proved to be much more difficult than I expected; then I had problems with lighting the room and as a result the final images are too dark to even see anything; I tried to fix it, but I couldn't get the grasp on the lighting and unfortunately these are the final renders
I still think the models themselves are good, so here are some screenshots with wireframe view of some more interesting models
First year works- 2nd semester- Cowboys
The short animation I made on my second semester of the first year of animation course
concept art- character desing:
This is the first interesting idea I got for the characters, which still needed work to make characters more appealing and easier to animate, but gave me some starting point for visual development:
the last sketch on this page was the one I used in the final animation:
some sketches to get to know the character before animating him:
These are some sketches of the other cowboy, his design almost didn't change since I got the main idea, I just made him shorter and less lanky, and more crazy and dynamic:
Rough sketch of the town; I altered the houses slightly in the actual animation, but these helped me to get the picture of the town in general:
final animation:
I must admit I'm not very pleased with the final product, but there are still parts of it I really like, like the animation of shorter cowboy in the last scene, or the tumbleweed with the University's logo in it.
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