ANI213 - Week 9

2022-04-04/06

What? So what? Now what?

I decided to also add ambient occlusion maps to all the assets so I went back into Substance to export them out. It's subtle but I think it adds some extra depth.

Most of the models left to texture are background models which don't require much detail so I didn't spend too much time on them.

I textured Jahred's low poly plane model by only using aiCarPaint and no actual image textures.

The plane will be extremely far from camera so this will be more than enough detail.

Chair model by Jahred.

Seat fabric using the flannel material I made previously but I removed the checkered lines.

Added a wood material.

Rendered in Arnold

I added some smart materials to Jahred's table model.

Jahred's umbrella model. I made the fabric the same pink colour from the project colour palette.

Sibi's restroom model. Once again I used the project colour palette as the main colours.

Rendered in Arnold

Thursday Class Animation Mini Lecture Notes

Walk Cycles

No matter what we move in our body, other parts will be effected. Weight shifting, body counteration, etc.

When you move one part, everything else moves with it to a certain extent.

Walk cycles need to incorporate hips and upper body.

The chest moves side to side.

The hips swivel and tilt based on centre of gravity.

Depending on the rig, there will be a separate controller for hip rotation and hip movement. This makes hip animation easier as there can be issues if it were to be combined.

The upper chest tends to work in the opposite direction of the lower body. This is a counter weight type of movement. If the hips sink to the right, the chest will rise up on the right.

Always map out key poses first. Do NOT worry about timing. It's all aobut the poses.

Feet tend to stay almost in-line with each other as we step, not out wide or we would lose balance.

Key everything, even controllers that aren't moving, when making key poses. This ensures nothing gets out of line as you go.

Never animate the main controller. Use the hips and feet. If the environment changes you want to be able to move the main controller to reposition the character easily.

Walk cycle rigs sometimes have 2 master controlls, one for movement animation and the other for repositioning.

As the leg straightens out, the hips go up. The leg that lifts up for the next step will cause the hips to sink to that side.

We barely lift our feet when walking. This is why we trip with very little ground elevation changes.

The entire body pivots to balance on the leg on the ground.

Use <, and .> keys to move between keyframes to preview your poses.

If your key poses are perfect then you have completed 50% of your animation. Only once your key poses are final then you can start timing it out and tweaking it in the graph editor.

When you start to use the graph editor you should start from the main area that drives the movement. In the case of a walk cycle this is the hips.

Shot 02 camera

During class me and Jahred discussed what we could do to change Shot 02's camera because the crash zoom was too intense. I had the idea of using my phone to film the movement of the character looking down and then track it in After Effects then export the camera into Maya. It ended up working really well.