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Kid-Mesh
12-28-2007, 12:09 AM
I'm going to use this thread as an animation dump in hopes like everyone else to get the occassional critique :twisted:

So everything I'm working on will end up here instead of creating countless threads that I'm sure I couldnt manage.

I had to take a leave of absence from Animation Mentor for personal reasons during my Winter class and wont be going back until the Spring of 08. So while I'm out of course I'm going to be a doing a lot of practicing....and even more practicing.

I figure I'll do a run through the basics and work my way back up to the more complex animations. There is always something to be had going over the "basics" again especially for me :)

Plus I'm a Lightwaver user so I need to tighten up my skills with Maya's graph editor too.

Anyway, feel free to comment, critique, point and laugh, whatever. It's all good as far as I'm concerned. Even if something just looks "off", "weird" or just not right then go ahead and comment. All observations are welcomed.

While I'm out here posting, I'll try my best to comment on what I can the best I can in everyone else's threads.


To start it off:

Went ahead this afternoon and started animating the typical bouncing ball. You can't get any more basic than that. The ball I animated is representive of how a soccer ball would bounce.

http://www.anthonyhollis.com/cgtalk_anim_dump/BouncingBall_NoSquash.png

->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/BallBounce_NoSquash.zip)
(Sorenson 3 Codec)

Kid-Mesh
12-30-2007, 12:26 AM
Well I figure before the epic and much anticipated "Patriots vs Giants" game comes on I'd start blocking out a heavy and Light ball animation. Below is my first rough pass.

(For those of you not in the U.S... I was talking about an American Football game)

Anyway, at this point, I'm just doing a lot of experimenting with the graph editor and getting my timing down. I should have my workflow pretty pat soon and I'll start doing some character stuff later.

There are just some things I really needed to "learn" & "practice" that are Maya specific, especially coming from Lightwave.

Just incase any of you are wondering, I havent done any squash or stretch yet because I've been focusing more on timing and weight....and again my graph editor experiments.

The next anim I post will definitely have some squash and stretch in it for sure...

As always, feel free to comment, critique, point and laugh, whatever. It's all good as far as I'm concerned. Even if something just looks "off", "weird" or just not right then go ahead and comment. All observations are welcomed :twisted:



http://www.anthonyhollis.com/cgtalk_anim_dump/HeavyLightBall_NoSquash.png

->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/LightHeavyBall_NoSquash.zip)
(Sorenson 3 Codec)

Kid-Mesh
12-30-2007, 05:21 PM
Spent a little time this morning over breakfast planning an obstacle course animation. Figure I'd start simple then work up to slightly more complex one. If these two turn out how I would like I might actually model a simple pinball style course and try that...doubt it but at least it's on my radar.

Below are the current horribly drawn planning sketches :scream:...subject to change but I dont think by that much if it does.

Even though march is right around the corner it still seems ages away. I want to just start doing character stuff right now but I have plenty of time still. Must keep polishing away at the basics :twisted:

http://www.anthonyhollis.com/cgtalk_anim_dump/Obstacle1.png



http://www.anthonyhollis.com/cgtalk_anim_dump/Obstacle2.png

dickma
01-02-2008, 01:21 PM
actually I am not an experience animator... but for the obstacle course animation, it seems like a simulation test more than a key-frame project.

And about obstacle #2, i think there's something wrong. I count it by ball bouncing, obviously the 4th bounce has some error because after the 3rd bounce, the velocity is weaker so the arc is small, but after the 4th bounce, the arc is greater than the 3rd bounce and it is seems not reasonable because of the bouncing power lost.

Kid-Mesh
01-02-2008, 05:41 PM
@dickma - Yeah that basically what it looked after blocking it (Obstacle 2). I switched the platform for that particular bounce to a another spring board as in bounce one.

It's hard to draw plans to save the world over a bowl of cereal :twisted:

Aside from it being a either a simulation test or key frame project. At the end of the day it's just another exersise nothing else. Just one step closer to knocking the rust of my timing.

Kid-Mesh
01-03-2008, 01:35 AM
I always tend to go for the more complicated of projects first....

Here is a quick first pass at blocking out the animation for obstacle #2. At this stage I have not even begun to open the graph editor. Also, the timing is suspect in some spots along with the squash and or stretch being a little over done too.

I'll post a more revised and cleaned up version soon:wip:

http://www.anthonyhollis.com/cgtalk_anim_dump/obs2FPB.png

->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/ob2_FPB.zip)
(Sorenson 3 Codec)

dickma
01-03-2008, 08:24 AM
Well, your test become more reasonable if you treat the ball is a 'live' object, that it can bounce itself with its own power.

Just it is my thought. I think the obstacle project is to simulate the realistic physics by key-framing, with some basic principles of animation. It can be a bit exaggerated but not against the world law (like gravity). I think you needn't setup the scene that complex to make it interesting.

Kid-Mesh
01-03-2008, 02:25 PM
@DickMa - Your right, the original intent of the obstacle course is to simulate the physics of a ball going through it without seeming "alive".

Although, in this case, I'm just experimenting with timing to get more practice at conveying weight. I'm also tickering with anticipation among other things.

For me this is just the beauty of pure exploration and experimentation. I've actually discovered a few things that I normally would not have if I had put any restrictions on myself.

When I go back to school, I'll be faced with this assignment again and will have to stick with the pure physics aspect of it. Until then....idle time is the Devils workshop :twisted:

Thanks for the looking in regardless, I appreciate the comments whatever they maybe :thumbsup:

lime324
01-16-2008, 01:15 PM
Hi Kid-Mesh!
I've watched shot, well, it still a firt pass so I can't really say a thing or two.
Oh, on the first jump, I think it's kinda weird, no cushion on the way up or down..

Well, keep us posted man!
Cheers!

Kid-Mesh
01-31-2008, 07:58 PM
Time flies I swear :twisted:

Looks like I have some unfinished business...when life calls ya gotta run.

Anyway, I've been looking over some of my past designs for this obstacle course and realized in hindsight what I'd prefer or better yet wanted to acheive. So I quickly planned out another attempt. My plan is to have to have the first couple passes done by the weekend...so many things to do so little time.

Aside from that, I see alot of new posts in this forum...love that. Cant wait to get a look at them all and put some critiques in :)

Later KM!

http://www.anthonyhollis.com/cgtalk_anim_dump/obsPlanning3.png

Kid-Mesh
02-02-2008, 06:15 PM
Here is the first rough blocking pass for Obstacle #3. Overall, the timing is ok...but im not happy with it yet. I'll give this about two more blocking passes before I jump into the graph editor.

My thoughts going into this was that I wanted to convey the weight of the ball object not neccesailary it's bouncing ability per se. Honestly, my main goal is discovering what happens when I do "x" in Maya. Along with of course, trying to make a decent animation.

Feel free to make whatever comment you feel is neccessary. Thanks.

http://www.anthonyhollis.com/cgtalk_anim_dump/obs3_block1.png


->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/obs3_block_1.zip)
(Sorenson 3 Codec)

Kid-Mesh
02-02-2008, 10:49 PM
Ok, here is the second pass.

Toned down the squash and strectch
Adjusted the timing (still needs a tad more tweaking)
Next up, switching to spline mode and checking my arcs which could be improved.

->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/Ob3_block_2.zip)
(Sorenson 3 Codec)

Kid-Mesh
02-03-2008, 03:18 AM
Obstacle 3 - First spline pass

http://www.anthonyhollis.com/cgtalk_anim_dump/obs_splines_1.png

->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/Obs3_spline_1.zip)
(Sorenson 3 Codec)

Kid-Mesh
02-06-2008, 03:49 AM
Ok, here is a quick planning sheet for some overlapping action. I'll proabably start blocking this out tommorow after work.

http://www.anthonyhollis.com/cgtalk_anim_dump/PendulumAnim1.png

Saihtam
02-06-2008, 05:23 PM
Hey Anthony!

Really cool topic!
I love your planning sketches, what a good way to get ready to animate!

Looking forward to see your Pendulum Anim!

For your obstacle course, I noticed a weird move on the ground, around 07second... it's like the Ball slow down and then speed up. Bit other than that I love it!
Good job!

So did you enjoy the SuperBowl? It was such a good game! And I also enjoy to see the new Pixar teaser for Wall-E

Mathias.

Kid-Mesh
02-06-2008, 10:00 PM
Saihtam - Thanks and I appreciate your comments on my sketches :twisted: I'm looking forward to see how the pendulum animation turns out too lol.

Also, I'd have to agree with you about the obstacle course. I'll revisit that one for sure. BTW...the superbowl was aweomse. I had no doubts the Giants woud win.

Kid-Mesh
02-22-2008, 12:02 AM
This is the first rough pass minus the ball...i'm off work until Monday so I'm going to try and get this knocked out.

I have two more exersises I'd like to get started on but tonight I'm going to work on some sketches. I'll proabably post more tommorow if not tonight.

http://www.anthonyhollis.com/cgtalk_anim_dump/pendBlock.png

->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/Pend_block.zip)
(Sorenson 3 Codec)

Kid-Mesh
02-24-2008, 07:05 PM
Desperately in need of messaging :D ... timing still needs some work and the splines could be a lot cleaner that's for sure.

Although, I've gotten what I wanted out of this exersise which was thinking about overlapping, follow through and successive breaking of joints.

I'll proabably polish this up a tad but it's time to move on....much to do while running out of time :eek:

http://www.anthonyhollis.com/cgtalk_anim_dump/pendSpline.png


->Quick Time File<- (http://www.anthonyhollis.com/cgtalk_anim_dump/Pend_spline.zip)
(Sorenson 3 Codec)

Saihtam
02-25-2008, 06:37 PM
cool anime!

I think that you could iomprove it at 3 different parts.

1 when the tail push the button, the tail seems to go futher than the button instead of bouncing on it which is a bit confusing!

2 when the platform stop, I find the tail is moving a long time withou decay and then it stop a bit abruptly.

3 contact ball with tail. I don't think the ball is going fast enough to make the tail bouncing on it, and also the ball seems light during the animation, so I would see the ball slowing down when the tail is touching it!

Hope that could help!

Mathias

Kid-Mesh
02-26-2008, 01:27 AM
Saihtam - Good eyes and right on all accounts. I appreciate the feedback very much because after awhile it all looks "ok"...Well, you know things are off but not exactly sure what some times.

Thanks again :thumbsup:

Saihtam
02-26-2008, 03:51 PM
after awhile it all looks "ok"...Well, you know things are off but not exactly sure what some times.

hahaha... I know what you mean!
glad that I was able to help!

Anil-Kapoor
03-01-2008, 01:43 PM
Hi Anthony,
The animation looks pretty good. I am not sure whether you are stilll working on it. but if you are then here are some points which could of help. The ball stops too suddenly. also i think it would look better if u could add a very tiny bit of roll back as the ball comes to stop. The pendulum also stops suddenly, the first time. when the ball hits and crosses , the pendulum is moving way too much.
keep up the good work.

rgds
Anil

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