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3D Computer Animation Fundamental

Week 10 – Face expression

Reference

The images from the The Big Bang Theory

Face Expression 2

Final Version

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3D Computer Animation Fundamental

Animation Showreel

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3D Computer Animation Fundamental

Week 10 – Animation of Jump

Version One

Final Version

From the process of block to spline, I made several versions.

In the final version, at the end of the jump, I exaggerated the back-shake, changed the rhythm of the movement and made the timeline longer.

Categories
3D Computer Animation Fundamental

Week 9 – Animation – Jump (Block)

Video – Box Planning

First of all, the cube is used as the movement position of the human body.

Animation Jump (Blocking)

Make the Key pose of movement through planning sketches (week 8 mentioned).

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3D Computer Animation Fundamental

Week 8 – Animation Planning Sketch – Jump

Reference

Planning

Body Mechanics 5 steps

  • 1.Getting Reference
  • 2.Blocking Key Poses
  • 3.Adding In Betweens
  • 4.Balancing Hips
  • 5.Graph Editor Tweak

Sketches

Planning video

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3D Computer Animation Fundamental

Week 7 – Continuing the animation of ball walker

This blog is about the rig-ball walking movement.

Version One- Blocking

Version Two – Spline

Final Version

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3D Computer Animation Fundamental

Week 7 – Blend shape 2

This blog is about using blend shape function of a male model of facial expression in Maya.

Process

Image

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3D Computer Animation Fundamental

Week 6 – Walking planning

Reference

Those images show the regulation of movement of walking.

walkinng referencing:ALAN BECKER – Animating Walk Cycles – YouTube – a video from Youtube
walking reference:Animation tutorial trailer on Vimeo – a video from Vimeo
References from Animators Survival

Notes

  • Key poses: In a walk these would be your CONTACT poses.
  • Breakdowns: The passing position between your KEY POSES.
  • Extremes: These are the highest and lowest points of the walk.

Attempts

After understanding the rules of walking movement, I tried to make it.

Categories
3D Computer Animation Fundamental

Week 6 – Paint skin weights & blend shape

This blog is about painting skin weights and blending shape in Maya.

Reference model

Process

Using paint skin weights to adjust the relationship between eyes and mouth.

Shape Editor

Use shape editor to do blend shape to make the model more details and show more characteristics, the eyes, nose, mouth, ears and neck separately.

Rendering Images

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3D Computer Animation Fundamental

Week 5- Animation – Movement of Ball Sidewalk and Rigging- Box man

This blog is about an animation of a ball to walk and a rigging activity of rigging whole body of a box man.

1.Movement of Ball Sidewalk

Version One

This is the first time my animation sidewalk tried, jumping of the left to right movement is OK, but the overlapping is not good, there is no gravity bounce when the sphere lands.

version 1 – a jump side walk

Version Two

I tried a second time to get the ball to bounce off the ground, but it didn’t work so well on the legs, and there was a problem with the movement of the feet.

2.Rigging- Box man

Nick’s course was how to bind a basic box man model through parent constraint, Jnt and circle control.

This is the hierarchy of the bound model, and I have to say, it’s a challenge for me to distinguish this elements.

Image and Video