Animation
Animation
Task 2
For the first animation I created a frame animation and had a ball bouncing off of the walls with the use of the principle "Squash and stretch". This animation was simple as it took a long time to capture every frame as for video timeline animations, it adds in addition frames in-between my key frames, but for this animation, I had to make every frame.
For the second animation I created a video timeline animation and had a ball bouncing off of a ramp and wall also with the use of the principle "Squash and stretch". This animation was much easier and faster to make as I just needed to add in the key frames and the software will add in the once in-between. (The more frames in-between the slower the movement looks and the lesser amount of frames, the faster the movement looks). The principle that applies to this is "Pose to pose".
For the third animation I could choose between both processes, frame or video. I chose video as I wanted to create a lengthy animation with the principle of a "Secondary action" and again "Pose to pose". This includes a stick man falling onto a trampoline and hitting a wall, whilst the Secondary action has a trap door swinging open.
After completing both tasks I feel as if I have a better understanding of 2D animation and the principles they follow as I've practiced with both processes to make them on Photoshop and have learnt both the advantages and disadvantages of each.
Task 1
I started by simple animating the ball to move through the hoop and back as a practice with Maya 2023.
Task 2
I started by changing the workspace to Animation and started by adding in key frames of the ball in air and hitting the ground. Scene as it is similar to the video timeline option on Photoshop, it added in frames in-between the key frames for me. The principle that applies to this is "Pose to pose".
I also added in the principle "Squash and stretch" like the 2D animations I made to make it look more appealing. For this animation I released that I've added too many key frames so the ball has too much of an arc and that takes away from the illusion.
more key frames
less key frames
Task 3
To solve this problem I had less key frames and rotated the tangent of them on the graph so it faces towards the key frame of the ball in the air. This decreased the arc so the ball bounces faster and looks like it reaches a terminal velocity more sooner.
After completing the three tasks I feel as if I have a better understanding of 3D animation and what it takes to make it. I have learnt how to use the graph to my advantage as well as how to make objects look 3D and obey the laws of physics.
Task 1Â
I started by downloading a character that has already been rigged and imported it into Maya. I then made it do a wave gesture as a practice with character animation.
Task 2
I then made a animation of the character jumping onto a platform. This took a very long time as I had to individually alter every limb by making a secondary video timeline for each. but luckily some limbs like the legs are paired.
Task 3
Once that was done I began to create a walking animation with the help of a guide. However I ran out of time and couldn't finish it fully by having the arms swaying as its walking.
After completing the three tasks I feel as if I have developed my skills even more with 3D animation and how animating characters works. I have learnt how to animate a human character to performing human tasks without having it do anything that we can't, such as having it obey the laws of physics.