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Showing posts from March, 2015

Week Eight: Maya Human Walk Cycle

Session Review D uring today's session, the class and I continued to study a human walk cycle in Maya. I also attempted to apply my character face skins to the model but for now, I did not succeed. By Sebastian Jones

Maya Continued Experimettston

Wednesday 25th February 2015 Session Review F ollowing on from the previous class session I have decided to recreate the frames from my angry Monty walk cycle and apply it to the biped named Boney. As time passed I began to reacquainted with 3d animation and additionally become more accustomed to Mayas 2014 interface, Another point of interest is my first attempt was to create a keyframe each second; however, this means the animation will play to quickly not giving the model enough time to slowly transition into the next frame. So I decided to create a keyframe every two seconds and this was an excellent decision. Furthermore, I could see the movement of Boney's legs transitioning into the next keyframe. After copying the Monty walk cycle in Maya and attempting to refine the frames in the animation, I proceeded to search for additional rigged models on a royalty-free website. Guides and Resources http://www.rigging101.com/freestuff.htm http://download.au

Week Seven: Maya Introduction

Thursday 16th Febuary 2015 Session Review A fter a brief introduction to the lesson by my lecturer and viewing my lip sync animation the feedback I received for my own lip-sync animation was naturally to further develop the animation by animating the eyes and eyebrows. Continuing from the viewing of lip-sync animations, the Maya tutorial simply covered the basic tools featured in Maya 2014. The reason for the class using last year’s version of Maya is because the lecturer explained that in Maya 2015 they have moved certain tools and changed the layout to appeal to both Macs and PCs desktops. Furthermore, after downloading the rigged human 3d models and opening theme in Maya 2014 I noticed that the model titled Boney was very similar to the rigged biped I used for my final college animation. The only major differences being that this model Boney featured no facial features; however, after browsing through Maya on my own and playing around with the tools I noted down an

Week Six: Lip Sync Cont'd

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Wednesday 17th February 2015 Session Review D uring today's session, I managed to scan the mouth sketches I had previously drawn in the class session last Thursday; however this time I went to dafont and under heads found a reference in the cartoon face and studied the eyes and created different faces entirely from drawing different eyes. Final Lets Boogie lip sync By Sebastian Jones I created a gif file as usually in Photoshop; however, since the lip-sync animation required sound I saved  each individual frame as a png file and imported the frames along with the WAV file saying "Lets boogie" in to Adobe Premiere to be edited. I am very pleased with this lip-sync animation and more impressed that I created a final rendered animation on time for me to catch my train; however, I would have liked more time to create variations with the other character eyes to create different emotions. References http://www.dafont.com/yolks-emoticons.font By Sebastian Jones

Week Six: Lip Sync

Thursday 12th March 2015 Session Review Today after viewing my angry walk for which I recicved positive feedback commenting that it was a convincing  angry toddler walk. Meanwhile the class and I begun to study facial expressions and lip movement, References http://ta-animation.com/FA/ http://www.cartoonsolutions.com/store/files/images/detailed/d_64.jpg By Sebastian Jones

Week Four: Character Development Final Session

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Wednesday 11th March 2015 Session Review C Final angry walk By Sebastian Jones ontinuing from the previous session I converted all of my frames for Monty into a GIF to observe the frame rate and how he walked and I must say I was disappointing. Moreover, after a wasted effort on attempting to draw the legs over the drawing of Monty, I proceeded to stop working on what I was  currently doing and restart drawing  each frame this time  using what I had learned in character and characterization  and past experience to empathize and get a feel for the character and then sketch his movements. The new animation was significantly improved; however, still was not accurate or look like a natural angry walk. Nevertheless, I proceeded to browse the internet for angry walk cycle reference images. In particular, I discovered an excellent 2d walk cycle   which I proceeded to use as a guide and draw each fame, which helped me correct mistakes such as which arms to shade since I had mov