With the beginning of creative strategies and understanding by the end of it i should have the following pieces of work complete, a walk cycle of either the Jack or Jill model in motion, a body mechanic of the model doing something such as a turn, jump or lifting an object for example. We also need to have a scene that visually represents a narrative
(We are yet to meet for this discussion),
Speaking of “we”, i have found myself to be in a group with Gianni Francesso, Rhea Hanlon and Philip Mcdowell – i am eager to see how we as a unit correspond to the given task!
After being put into our groups, we promptly started to look into visual research of interior scenes that would help inspire everyone in our group before deciding on the theme we wish to set our project on. (Research on the scene will be on another post)
For now when i arrived home i decided to look into walk cycle tutorials to grasp a better understanding of the human walk – these are what i have found so far below.
“How to Animate a Walk Cycle in Maya – Explained in 5 Minutes!” – Accessed 03-10-16
A simplistic way of creating a walk cycle no? What i liked mostly about this was the use of the graph editor in this tutorial (i wish to get to know the editor better), as i never really grasped the tangents on how they should flow depending on what sort of animation you’re looking to create.
I loved the length of this tutorial as personally i cant really stand sitting listening to a potential monotone narrator that will instantly bore me half to death, that and i have quite the low attention span for tutorials online – i prefer to have someone with me in person whilst learning something so i can ask as many questions as i can in the moment.
Another thing ill want to keep mindful of is whether or not ill want my animation to reflect something realistic or not, exasperated maybe like a video game character or cartoon?
Ayyyy my partner in crime Samantha had shown me these grid animation references on YouTube, thanks!
“Animation Reference – Female Standard Walk – Grid Overlay” – Accessed 03-10-16
“Animation Reference – Female Standard Walk – Grid Overlay
Video From Endless Reference http://www.endlessreference.com
The best Animation Books that every animator should own
The human figure in motion
By Eadweard Muybridge
The Animator’s Survival Kit
By Richard Williams
http://go.magik.ly/r/endlessreference…” – YouTube Description
I love the female anatomy as its so elegant naturally compared to that of the male anatomy, though i also love to see males have the confidence to have that elegant appeal that woman are naturally labelled to have. (Pfft who needs labels?)
“Animation Reference – Athletic Male Standard Walk” – Accessed 03-10-16
“Animation Reference – Athletic Male Standard Walk – Grid Overlay
Video From Endless Reference http://www.endlessreference.com” – YouTube Description
Gotta love the natural power a mans stride possesses (I only wish my walk was like that..) I think after looking and comparing the two visual references the clips do show some immediate differences such as the movement in the males shoulders, they move correspondingly to the hips more than the female although her hips move more than the male. Size also plays a big part, the taller the subject, the wider the stride will be on the walk cycle (I do prefer taller characters so i may apply a long stride).
Even though we will be using a 3D program, we can still use 2D elements to help with the animation, here would be an example of what i am talking about~
this is an Animation workflow topic :
Can ‘good old’ 2D animation drawings be of any help in making a ‘Fancy’ CG animation ?
…but, yes of course !…
Ever since I work in animation,
I ‘ve always drawn thumbnails on a piece of paper
before animating a 2D or a CG scene.
it just helps me to figure out roughly where I want to go.
Recently, we got a new tool in our animation software at Dreamworks Studios that allows us to sketch in the animation in the camera view, for reference only . ( using a Cintiq and a stylus pen )
I have been using this new workflow in order to create my scenes on “Kung Fu Panda 3” and other projects .
I find that planing my scene in 2D can be a big time saver,
it’s especially useful on physical broad animation .
It helps me create stronger ,more dynamic poses and give a more organic & cartoony feel to the animation & timing .
( I personally try to stay away from live action reference for broad style projects , because it can influence the animation towards a more realistic feel )
————–advantages of doing a 2D first pass ————————–
1- all the “thinking” and planing is done early at the drawing stage
( posing , rough timing , even rough expressions )
2- It’s easier to create strong, dynamic poses, in just a few lines.
( I know for experience, it can be tricky for me to find a dynamic appealing pose while working on the CG character in the 3D environment )
the fact that drawings exist on a flat 2D space , makes it easier to come up with good silhouettes .
3- Because sketching rough drawings is pretty fast, we can show a first pass to the directors very early on , to get their input and make necessary adjustments, even before starting the CG.
4- it is simply just fun to draw !
————–Some disadvantages to this technique————–
1- does not work very well on very subtle acting or very realistic human animation . ( Live action reference is probably better for that)
2- Even though we don’t have to draw “on model” , it can be tricky to draw the characters in perspective, keeping the proportions , especially if there is a strange camera angle or motion)
3 – it can be tedious to try and match each 2D pose onto the CG character. (it’s important to note that the 2D drawing pass should be used as a rough guide only !
it’s a springboard , should leave room to explore and improve .
4- This workflow is not adapted for all animators: not everyone can or wants to draw.
-YouTube Video Description
I feel this persons video and justification is perfect for how 2D before 3D will in turn make your animation better.
With that, i decided to look up some 2D references for a walk cycle – i could make my own reference of walking at the gym… Maybe~
Stepped posing would be something similar to 2D before 3D i feel, you get your key frames for the animation then fill in the in between parts to make sure you get a smooth, clean motion in the piece that you’re creating in Maya.
I looked up some key frame poses for a walk cycle and was not disappointing in my findings, essentially there are usually between seven to nine frames in a walk cycle i have came to notice in alot of peoples reference sheets.
Accessed – 03-10-16
An extracted from the Animators Survival Kit created by Richard Williams, i love, love, love this reference image as it even shows what level the head should roughly be between poses.