In this task. We was told to use our knowledge of arcs to create a short animation of a ball looking side to side as if it is lost.
In my opinion I get the feeling that is looking around but I was not that convinced he was lost. Because of this I added the extra bit at the end were his head slumps down as if to show he is sad.
Also because I finished the animation quicker than I had originally thought I also added a simple background into it. I chose a forest to further give it that feeling that he is lost and looking for a way out.
Overall I like how the animation turned out. It flows well at the end (on second look) and also you do get the sense that it is lost. The things I would point out is that on the first look it is rather jumpy and maybe a bit to slow. So next time I will have to be careful with my timing.
For this we had to combine what we did in our first lessons about the squash and stretch of the bouncing ball. And we also had to combine it with the lesson on the pendulum, that was all about arcs and how an swinging object follows through.
We was given a simple pre made model (Picture above) And our task was to animate it jumping across the rocks (also pre made) And if we wanted to we could animate it coming back.
Above is my blocked movement of the animation. This is what I had after adding the main keyframes and a couple of break downs. And then I slightly tweaked it in the graph editor.
As you may notice the tail stays still at the end of the sequence. This is because I some how broke the main movement of the tail and I did not want to play around with it and end up ruining the whole thing.
This is my final video. It took me a while to tweak a few things in the graph editor for all the different handles on the model. But over all I think it come out very clean and smooth. There was some parts in it that were a bit jumpy and also the broken tail at the end but they are just things for me to improve on the next time I do this.
After I had modelled the pendulum I then went on to animate it. The biggest things I had to take into consideration is that the top of it does not work so I had to animate It using the second handle.
Surprisingly the animation went well and through out the whole animation I only encountered one problem. The problem was that when I went in to the graph editor after blocking to add and clean up the animation. No matter what I did I could not get the top handle to move. I then realised that I did not have the handle selected but I had accidentally selected the actual model. Once I figure this out the rest of the animating went well .
I am very happy with how the animation came out and I think that it is very smooth. The only thing that I can nit pick at is that before it swings round it slows right down. S it kind of breaks the smoothness of the animation.
I learned how to make a ball jump. We had to animate a ball squatting down, launching into the air and then landing again.
This is the first video of the ball.
This is just a basic hand drawn video of the ball jumping in the air. We just used the squash and stretch technique to do the bounce but without the drop. We also used the tuft on its head to show the motion better and also to make what I did next easier.
If you notice, the ball now jumps towards the camera. I did this by going into the perspective view which turns it into a 3D plain. I then put a peg on the layer which helps make a straight motion of the object and keyed the eighth or tenth frame as the object far away then I made a key on the twentieth frame and dragged the object forward to get the look of it jumping to the camera.
I then changed the path into a curve so it still jumped instead of glided.
I then added a bit of camera movement just to get a feel for the way yo use the cameras in toon boom.
Overall I liked how this animation came out. And I also think the movement is really smooth and makes sense.
How I made the model:
I started by creating all the shapes and moving them into position. I then used the material texture to create different colours on the model.
I then lined them up just to make sure all the shapes will be ready for when it comes to rigging.
I then used Skeleton>Joint tool to create the joints. I placed each of the joint in the centre of the balls/joints of the model. This is so I can move them separately. I then parented all the joints/limbs to the skeleton rig underneath.
I then added some handles to the model and the skeleton rig so that I did not have to keep zooming in on the rig inside and have to animate it that way.
Although its a usable rig. I had one problem while making it so I had to take the long way while adding the handles on the rig. I had to do them all individually because my Insert key was not working. And the only other problem with it is that the top is only attached one of the points so I can only move it using that point, but thats not to bad of a problem.
This is my bouncy ball obstacle course. I went with a more simple design as I am not that confident in Maya yet and this is my first time using the graph editor properly to animate. It went well but is a little jumpy at some parts.
The graph editor is used to clean and even to fully animate in. I was only using it for cleaning at first but I found it easier animating in the graph editor. Next time I will try and do the full animation in the graph editor.
These are my finished lines in the editor. As I said it was a little jumpy at some points but that is because it just needs a lot more cleaning and maybe more frames. But in my opinion I think my graph is smooth and flows nicely. And The animation shows the smoothest points of the animation.
Overall I need to improve on using the graph editor and also remind myself to add more frames because when it comes to using the graph editor it makes so much easier to clean/animate.
This is the practice we did for two differently weighted balls. The one on the left was meant to be 1LB and the one on the right was 1000LB. I did the calculations and were the 1000LB worked very well. The 1LB seemed to fall a bit to slow.
As I am not to good at maths and could not understand the actual formula I came up with a simplified version.
- I started by dropping a 1LB object from just 1 meter.
- I got 0.48 seconds from timing it and then times that by 20.
- I got 9 seconds so then I averaged the speed it would pick up on the way down.
- For 1LB I thought that 1.5 seconds would be about right and that 0.5 would be about right for the 1000LB
After doing this and animating it. I would definitely change the fall time of the 1LB object to about 1 second or even 0.8 seconds.
If you compare the motion path of these two you can see that the 1LB path is close together at the start but instead of getting further away it stayed compacted together. Were as the motion path is close together for the first 2-3 frames and then get more spaced as the ball drops down. Which is the way I wanted both of them to be like.
Overall I liked how my animation came out but I need to improve on the calculation part of this animation because the 1LB falls more like a feather.
Im very happy with how this turned out. It runs rather smoothly and you can see it clearly change the perspective of the object. It could circle round a lot better but that is something I have to consider the next time.
How I made this:
I started by drawing out the plan of the motion on the first layer. This is so I have that basic knowledge of how the ball will be swinging round and what the main perspective keys will be like.
I then keyed these main frames/ movements and drew a motion line. Its like the plan that I made but easier to see and also easier to map out the motion. The way I think of it is like a blockade for the ball. As long as it doesn’t go through it it should be a smooth motion.
I then started to work on the key frames in between the main frames. After this I carried on filling in the gaps until I had the full animation.
This is the final look on the motion path of the ball. It looks smooth but on the right side it looks a lot less smooth than the right. And also a couple of the frames aren’t the right size.
overall I think it come out well but I will definitely have to be more careful on the mapping of some of the keyframes.
This is the coke can that we modelled in class. We made this so we could figure out how to navigate the software. Also we did it to understand how to use the UV editor.
We made this by using the rigging menu in MAYA and we learnt how to use the extrude tool and the insert edge loop tool. The thing I will have to be careful of next time is that I don’t add to many edge loops. Because I kept adding them by accident.
This model I made is the character oyster boy from the death of oyster boy by Tim Burton. The mummy looking oyster boy is good but its a bit to skinny. But I really Like how the doll came out because its not far of from the actual picture.
This one is one that I made up from my own imagination. I kept it in the style type of Tim Burton but put my own thought into it.