Posts

Showing posts from 2015

Red Hulk Run Cycle Revisit

Image
Session Review B efore I returned home I wanted to finish my improvements to my red hulk run cycle since the first test render did not successfully create a smooth loop. Once I opened the file I discovered the reason why my the original run cycle was not looping successfully was that Maya had moved the position of the right leg for the passive pose. Setting up the scene in Maya 2015 In addition, my lecturer had discussed with the class and I to use real life footage of human movement instead of CGI and cartoon footage as your official reference material since I would have been mimicking the original animators work and possibly be disciplined for plagiarism. So for my red hulk run I observed the movements of Usain Bolt sprinting on the 100-meter track and witnessed how at the start of the sprint all the athletes bent their spine  and towards the end the sprint the athletes straightened their back and they began to decelerate. To conclude this production log I have include

2d Orc Sword Slash

Image
Thursday 7th May 2015 Session Review C ontinuing from yesterday afternoon I proceeded to begin my sequence for orc slash. I simply continued to place each frame in order and clean the quality of the image by erasing any extra pen marks for each sketch. Once the animation cycle was completed I had asked my colleague Georgi to grant me a critical opinion and he suggested perhaps including a gradient for the last two frames of the orc swinging the sword. This was an excellent suggestion since the gradient applied an illusion of movement from the sword. Once i submitted the previous week's animations including the sword slash for class review my lecturer and other fellow colleagues suggested, as usual, I needed to create the in-between movements for the roman soldier defensive stance and the same for the max character animations. Final Orc Sword Slash animation by Sebastian Jones By Sebastian Jones

2d Roman Legionary Render

Image
Wednesday 6th May 2015 Session Review Current roman defensive stance by Sebastian Jones D uring today's morning session I have digitized my roman legionary. Similar to my 2d smash animation I have captured the key poses of the guard moving his spear arm ready for an attack; however, I need to start including the in-between frames before he reaches frame three. In addition, I proceeded to construct the animation sequence of my orc sword slash from my digitized hand drawings. Also from my current progress, the walk cycle for the orc looks believable since his shield is heavy and is never raised above his chest during his walk cycle. By Sebastian Jones

Max Upper Cut Animation

Image
Session Review Animating the uppercut in 3d studio max B efore going to sleep I decided to begun further editing the max model in 3d studio max because I wished to create another attack in particular an uppercut. I went to a sprite resource website I personally knew of named Mortal Kombat Warehouse which provided me with all of the graphics of the Mortal Kombat Game series which was useful indeed as a visual reference.  While creating this animation I had to enact the movement of the uppercut several times to observe that the spine and hips must swerve and arm had to move in an arc as the impact of the punch was ended as the character straitened their spine. Mortal Kombat three Scorpion uppercut reference References http://www.mortalkombatwarehouse.com/mk1/ By Sebastian Jones

3 Studio Max; Max Character Death Animation

Image
Saturday 2nd May 2015 Session Review Animating the character Max By Sebastian Jones A s the final submission date draws near I will ignore Jacques word son only using Maya for our 3d animation work and use 3d studio max since I was unsuccessfully in downloading Maya 2013 and 2014 on my home PC. In addition, the character rig was from the 11-second club and I recognize as the model I used for my BTEC Level 3 games design animation module and the creator has done a good job since the rig is cleanly setup where each joint rotates and moves accordingly and there is a broad range of facial feature movement controllers. References http://www.spriters-resource.com/playstation_2/mvsc2/sheet/22993/ By Sebastian Jones

New Hulk Character Rig

Friday 1st May 2015 Session Review Y esterday evening once I returned home I thankfully discovered a new hulk character rig a similar model although the creator has rigged this model much better because the arms are bendable allowing me to finally create a run, walk and create a raging monster with this model. References http://www.creativebloq.com/3d/how-texture-model-maya-121310050 By Sebastian Jones

11 Second Club Character Morpheus: Lip Sync Session 1

Session Review D uring today’s session, I have downloaded the free character Morpheus from 11 second club and hoped audio lasting for a duration of eleven seconds would aid me in reaching the twenty-second time goal; however, I have faced issues with this rig such as the skin texture not appearing and creating a eleven seconds lip-sync at this stage in my production is too time-consuming. References http://www.11secondclub.com/competitions/february15/winner http://www.11secondclub.com/competitions/june14/winner By Sebastian Jones

Hulk Character Rig: Reskining and Experimentation

Image
Thursday 30th April 2015 Session Review I further edited the existing hulk texture simply for fun and re-skinned the existing texture as the red hulk. In addition, I planned on creating an animation of him raising his hands in the air and slamming his fists to the ground just like my 2d fist slam. 2d Smash By Sebastian Jones However, I am still having trouble bending his arm so until I resolve this issue I cannot complete any arm movement with the Hulk character rig. Towards the end of today's session in the classroom I proceeded, to create the sequence of my 2d character leaping in the air and slamming his hands to the ground; however, I wanted some critical feedback on my animation since I had good key poses as my lecturer has stated many times although I needed to create three additional frames of my a character standing idle then bending his knees and leaping off the ground.  During the end of the session I proceed to search for another human character rig so

Week Class Sesion: Weight and Death Animation Render

Image
Thursday 30th April 2015 Session Review 2d Death cycle by Sebastian Jones T o begin this morning class I have rendered my hand-drawn death cycle and each stage as the character falls to the ground is well done my sprite sheet mood board aided me well. During the class review session, I submitted all of the 2d animations and Boney character animations to gain critical feedback and surprisingly more members of the class gave me feedback on y archer animation including the tutor commenting that my key poses were excellent I simply needed to create more in-between frames and make sure the archers right leg stretches forward as he pulls the bowstring. In addition, my fellow classmate Geargi aided me in improving my troll characters lip-sync by fixing an issue with the right cheek moving into his mouth. This was simply done by including a closed mouth pose at the start of the animation to make his lip movement more fluid. References https://lh4.ggpht.com/L8v4WcDbVFlwgOi3imbwq

Archer animation Cycle

Image
Wednesday 29th April 2015 Session Review Final archer animation by Sebastian Jones D espite creating three posts it would have evenly spaced out the amount if gif files since forcing them all in one blog post would not have looked appealing to me; however the third 2d animation I have successfully rendered is my animation of an archer firing an arrow. The design process for this animation was fairly simple since I only drew three frames although I created an extra frame after the frame when the archer releases his grip on the bowstring because it looked ridiculous keeping his hand in the air despite the fact the arrow was fired. In addition, once I returned home in the evening to rest and browse for additional 3d model characters to create 3d attack animations. The new Mortal Wombat X had influenced me to search for free Mortal Kombat characters rigs. Eventually, I discovered a selection of them however they were 3ds max fbx file only although once I opened 3ds max 2013, th

Boney Run and Death Cylces

Session Review T he death cycle went until I atid to force Boney the 3d model to fall headfirst on the ground the character's knees continued to break and bend... By Sebastian Jones

Roman Soldier Defensive Stance

Image
Wednesday 29th April 105 Session Review Continuing from the spear animation I have decided to somewhat return to my medieval knight concept; however, instead I will expand and make a series of generic animations such as walk, run, kick , jump although I will study how soldiers and warriors throughout different eras in history move with heavy armour , shields and weaponry. My first creation is that of a roman soldier on guard duty suddenly detecting danger and then shifts his body into a defensive shield stance. There was one particular video from YouTube that provided excellent in depth instructions on different roman attack stances, and the creator of the film slowed down the footage so I could see each key position for  a basic combat stance with a gladius in hand. References http://www.aasd.k12.wi.us/Staff/loritzamy/Student%20webpages/World%20Hour%208/uniform.jpg https://www.youtube.com/watch?v=1csHVRfzPQM https://www.youtube.com/watch?v=GV7kEBucL-o By