Advanced Animation - Project 2

29/08/2023 - 03/10/2023
Kim MinJoon 0353248
Bachelor of Design (Honours) in Creative Media / GCD61604 / Taylor's University
Project 2


Instructions





Tasks


Project 2 - Action Animation

For the last project, we needed to make an action sequence with the same rigged characters. We were to find a reference for the scene to be able to make it accurate. I went into the youtube channel that Mr Kamal has provided us to find references in, and I picked out a video that I liked. 


Progress

I started out by making the extremes on the scenes, by pin pointing which poses needs to be the one that are going to be the extremes. I first got the starting pose of being ready, the punching, the kick, and the pose after he swings his hands around. 

Figure 1.1: Character Pose #1

Figure 1.2: Character Pose #2

Figure 1.3: Character Pose #3

The problem that I faced with this was that when I tried to make the in between poses, a part of the model was accidentally rotated too much that I didn't notice it, but when I tried to play the video, the whole body went over the place. So I tried to fix it one by one. 

Also another problem I encountrered was that since the rigs just goes from point A to point B without any physical limitations, body parts just kept going through each other which made it very weird when it was played. 

Figure 1.4: Problem #1

Figure 1.5: Problem #2

I tried to get most of the body parts right, since it did sort of look like a robot. So the tiny details like the feet turning on its side when he punches were considered, following the video. 

One of the things I noticed when rigging, was that the direction of the knees, elbows were very important since that was the point where it mattered the most to make something feel realistic and not like a complete dull dummy. 

Figure 1.6: Problem #3

Figure 1.7: Problem #4

Mr Kamal did say that some of the poses were looking very weird, and not realistic, so I had to adjust some of it. He pointed out that working with the spine was very important since normal humans don't have a fixed back that always stays in the same shape. 

Again, there were some issues that kept on coming up as I kept animating. Balancing the character on his leg was pretty difficult as it wasn't a simulation where I could see what his balance point was if he was standing on one feet. 

Figure 1.8: Problem #1

After finishing most of the poses, like the extremes, and the in-betweens, I added the final touches like the face position, recoil of the body and follow throughs. I also changed up some of the graphs for the arms and the legs to make it more believeable. 

Figure 1.9: Refining Process

After I made the blocking and the final refined version of it and finished it off on adobe after effects. 




Reflections


In this final project, I faced several challenges that made me understand the process of character animation in Blender. 

Trying to reference an action sequence was quite difficult since I had to get the timing right for a lot of the poses. I understood that timing was really important to get the realistic side of animation right. 

I think that the animation could've been better, but I was running out of time. The other modules were really slithering into the time frame that I had left, but overall I think that the outcome was good. Not great. But I think I could've done better with better time management. 

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