The first advanced animation exercise started in the second week when learned and understood how rigging works in the utilized advanced animation software which is Blender.
The requirements of these exercises are of a variety, we started off with learning how to animate a bouncing ball with the guidance of Mr. Kamal during our week 2 class. Regarding animating balls, we are also meant to understand animating the physics of these balls with different kinds of density put onto them.
1. Bouncing Ball series:
Soccer ball - Normal weight
Bowling ball - Heavyweight
Ping Pong ball – Lightweight
Squash and Stretch ball
Animation commences:
After understanding a few of the common importance of animation fundamentals, it was time to endure what it feels like to model, an animated rig inside of a 3D modeling/animation software. Even then before we got to animation, Mr. Kamal had to give recaps and introduce how we exactly work the software out.
-with the assistance of an existing blender file provided by Mr. Kamal where animation and rigging of a 3D modeled ball.
Understanding the rig
Blender_root_identification_animation_rigging
root -> initial placement, size & rotation in the scene
we seldom animate this controller
Blender_body_identification_animation_rigging
Body -> animate the position
Blender_spin_identification_animation_rigging
Spin - a rotation motion in animation
Blender_Squash_identification_animation_rigging
Squash
Object
Edit -> Shape the component
Pose mode -> always in this mode for animation
Manipulating the key
shifting the key - left click at the key
hold and drag to a new frame in the time OR-
Press G, slide the cursor to change to a new frame
every change in the graph editor will not automatically adjust on the viewport, always click on the 'update path' button to take effect of the changes.
Soccer Ball - Normal weight animation - Progress:
Figure 1.1 - Graph animating, ball bounce, September 9th 2022
One good thing to keep in mind is the shortcuts and useful keys that assist in animating the basic parts of the objects.
Basics:
Adding in keyframes - position the object (ball) first
shortcut key to add keyframes
Graph editing
X-positing of object - should be linear
Z-position of object - varies based on object movement/placement
In the 4th week, we continued on applying the squash and stretch animation principle on the 3D animated ball! In the previous week, we understood the basics of keyframing and worked out how the movement of the ball bounces.
-Now we learned and understand the squash and stretch animation principle:
Elasticity_figure
basics of rigging squash:
make sure to move/squash/stretch object before keyframing
Press "I" set to scale
Figure 1.2 - Graph animating, ball bounce + squash and stretch, September 27th, 2022
Figure 1.3 - Graph animating, ball bounce + squash and stretch (graph), September 27th, 2022
Bouncing Ball, outcome - movement + squash & stretch:
Exercise 2
Week 4 - Animation Fluidity
Pendulum Swinging
Sept 23rd, 2022
Exercise 2 - Pendulum - Brief:
In the 4th week, we carried out our second exercise, where we utilized the flexibility in the 3D animated pendulum that we are meant to practice on to help progress into our upcoming projects.
Overlapping_figure
-with the announcement of the 2nd exercise, comes a brief to better guide us into this exercise along with Mr. Kamal's tutorial of the exercise.
Progression
Throughout starting this exercise it was during class so Mr. Kamal could help out and guide the class through the following exercise.
The requirements to meet for this second exercise are the animation principles:
overlapping
followthrough
drag
Just like the previous exercise and being familiar with working with keyframes. This time we worked with the keyframe placement of location and rotation.
Keyframing the location of the pendulum which is:
selecting the top of the pendulum + I + select location
this part of the exercise focuses on the follow-through of the pendulum swinging.
Figure 1.4 - Pendulum movement keyframing, September 30th, 2022
-adding to the follow-through as well as the line graph where two placements of the pendulum keyframes are to add another keyframe to have a much smoother transition of the movement of the pendulum.
Figure 1.5 - Pendulum followthrough keyframing, September 30th, 2022
While the rotation of the pendulum is worked with the three selections of the tail and the pendulum, but simply:
selecting each of the pendulum tail sections (after adjusting the rotation of it) + I + Select rotations
-the next step is to eye down and analyze how a pendulum would start swinging after being dragged and how it would stop which explains overlapping.
In this 3rd exercise we covered more on rigging a mode, and of course, understanding the rigging systems to model and pose the particular model on the stage.
1. Happiness (Progress)
Figure 1.6 - foot rigging, October 6th, 2022
Figure 1.6 - foot rigging, October 6th, 2022
Figure 1.7 - body reference rigging, October 6th, 2022
Figure 1.8 - Leg rigging, October 6th, 2022
Figure 1.8 - face rigging, October 6th, 2022
Figure 1.9 - camera placement, October 6th, 2022
Figure 1.10 - lighting and scene placement, October 6th, 2022
Final Render outcome (Happiness emotion pose):
PDF Version (Final outcome):
2. Sad (Progress)
Figure 1.11 - pose reference for sad, October 6th, 2022
Figure 1.12 - face rigging, October 6th, 2022
Figure 1.13 - scene prep, October 6th, 2022
Figure 1.14 - Adding lights to the scene, October 6th, 2022
Final Render outcome (Sad emotion pose):
PDF Version (Final outcome):
3. Angry (Progress)
Figure 1.15 - hand rigging, October 6th, 2022
Figure 1.16 - body rigging, October 6th, 2022
Figure 1.17 - face rigging, October 6th, 2022
Figure 1.18 - Adding lights to the scene, October 6th, 2022
Final Render outcome (Angry emotion pose):
PDF Version (Final outcome):
4. Scared (Progress)
Figure 1.19 - body rigging, October 6th, 2022
Figure 1.20 - face rigging, October 6th, 2022
Figure 1.21 - hand rigging, October 6th, 2022
Figure 1.22 - lighting and camera placement preparation, October 6th, 2022
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