Friday 25 March 2011


This unit on Walk Cycles has been very useful and I have learnt loads. I started by researching walk cycles, different moods and timings. I have produced 2D walk cycles using Toon Boom, I tried to make a rough perspective walk and realized some of the difficulties involved.
After the 2D we started the 3D walk cycles, this involved tutorials in Maya, this is hard to learn as there is so much to take in at the start, it is something that becomes easier with practice. We also learnt how to model a character and rig it. I really enjoyed the modelling of the character but found the rigging more challenging and need to practice this to improve my skills. Whilst we did this I also produced my 3D walk cycle.
I have really enjoyed this unit and feel I have learnt so much, but also that I still have so much to learn and practice.
Final 3D Walk Cycle




Here is my final 3D walk. I enjoyed doing this but it was one of the most frustrating things to do. Some animation I find a bit frustrating to do, but most of the time it is frustrating trying to learn the software and it can take ages to work out a simple procedure until you know how. I know there are mistakes in my animation, especially where I have joined the walk cycles together after stopping. I already know that I can improve and speed up what I have done. I would benefit from doing the tutorials again now I know more about Maya.


3D Walk Cycle Research




The 3D walk cycle brief was to interact with the environment. I decided to have ‘him’ walk forwards, stop, interact with an object and then walk on.  I did research for this 3D walk by filming myself pushing a box out the way with my foot. I built up a very simple environment like a street made up of cubes. I would like to have made something more complex with textures, but this was beyond the remit of this brief.
The tutorials were very helpful and made me realize how much there is to think about and so many small adjustments to be made. I much preferred the Digital Tutors as it was video based learning that I found much easier than the book. I also thought the rig was easier to use as a beginner. The rig could not do as much but at this stage of learning this made it easier.
Final 2D Personality Walk




Attempted Improvment of 2D Personality Walk




Final 2D Walk





These are my final 2D walk cycles. The lowest video is just a walk across screen, with no emotion. This was just a practice to develop my understanding of a walk cycle.
When I had my Formative assessment Dan suggested some improvements to my walk cycle with emotion. He suggested trying a bit more follow through and slightly adjusting the cycle so that it is not all exactly the same. I also could have copied and pasted the drawing to keep them more consistent. I had a go at trying to improve the walk cycle; it did not go very well. (This middle video is how I tried to improve my walk cycle).  When I copied and pasted the components it looked better, but the actual cycle did not have the same feel of emotion and would not repeat properly. In the end I gave up as it was not going well. I intend to revisit this again when I have more time.
This is my final walk across screen with emotion. I still think this conveys emotion better than the other animations, although it lacks the consistency of drawing. The walk is a direct, forthright and angry walk. I am pleased with the feel of the walk but would like to improve my technique. I might try and animate in Maya using the 2D perspective.

Sunday 20 February 2011

2D Perspective Walk Cycle

Here is a test that I was going to continue more, but Toon Boom would not let me continue beyond 35 frames, so I statrted to redo this again. It is still in progress and I have been able to go beyond 35 frames. 



Here is a very rough try at a perspective walk cycle to try and get the guides right.



I looked on line and at the books I have espicially the Richard Williams book.





Tuesday 8 February 2011

Final 2D Walk across Screen



Here is my final animation, I did other attempts but I was most happy with the weight and rotation of this version. So I showed it to Dan and apart for a few amendments we were happy with this. The character has a forthright, angry walk.



Here is my test peices. I find it quite hard to do. I tried looking at my film reseasrch of me walking, but I stuill found it quite a challange.







Here is my first 2D walk cycle. To do this I looked at The Animator's Survival Kit by Richard Williams  and looked at the key frames to get the feel of it.


Below are two videos that I made of walk cycles. I have more examples but they are too large to upload.





Here is a test of using a Maya tutorial to animate a walking ball. I found this quite hard it was all going well intil I had to tween it properly, then it all mseemed to go wrong! I am going to do this tutorial again as I think I now understand where I went wrong and I hope to be able to improve it.


















 

For my final animation I adapted a stick figure. I wanted to keep it simple but needed to show how the hips were moving so I produced a simple ball and stick person(see picture).


Research Walk Cycles




These are books that I used for rersearch and to help with the animation techniques.


These two videos are on the credits of anime. I quite like these walk cycles.







Here are some videos I researched. Two 3D and one 2D drawn to show some different types.









Walk Cycle from John Neumann on Vimeo.
Bipedal Animation

For this project I am going to look at walk cycles. I will receach walk cycles. I also will produce two 2D walk cycles, one side on and one perspective. I will produce one 3D walk cycle.

Here below are the 12 principles of animatioon to help refresh my memory before I start my animation.


1. SQUASH AND STRETCH
This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it's broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.
2. ANTICIPATION
This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.
3. STAGING
A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.
4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION
Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.
5. FOLLOW THROUGH AND OVERLAPPING ACTION
When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.
6. SLOW-OUT AND SLOW-IN
As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.
7. ARCS
All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.
8. SECONDARY ACTION
This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.
9. TIMING
Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.
10. EXAGGERATION
Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated.
11. SOLID DRAWING
The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.
12. APPEAL
A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience's interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.