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Showing posts from May, 2015

Red Hulk Run Cycle Revisit

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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

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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

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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

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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

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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