View Full Version : The Fundamentals: Timing exercises
RobertoOrtiz 10-16-2003, 05:45 AM I think there is a room for this forum for people who wish to practice the Fundamentals of art.
Things like drawing heads, hands, and people in poses etc.
One of the biggest fundamentals in animation is the ability to do a decent animation timing ball.
I did some research and here are some exercises I found that might be cool to practice animation timing.
Ok here is the mini challenge:
The rules are simple:
Do 1 animations of each of the following subjects:
1) Wrecking Ball destroying a wall.>>IMAGE<< (http://66.242.144.2/wreck.jpg)
2) Cannon shooting a cannon ball.>>IMAGE<< (http://66.242.144.2/canon.jpg)
3) Car taking a tight turn fast.>>IMAGE<< (http://66.242.144.2/car.jpg)
If you cant post an animation, post a link to an image sequence.
Also please don't use any hard body dynamics engines!
Key framed entries only. NEW!
There is no dateline so, post your results on this thread and we will comment on it.
After the dateline, post anyway. This thread is a practice thread for the fundamentals of timing.
The winner of the best drawing will get a NO-PRIZE on the mail.
Have fun, and lets start the road to learn to animate well.
-R
If there is enough interest in this exercice I'll post the objects pictured above.
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SheepFactory
10-16-2003, 06:14 AM
those are all cool ,
but here are some exercises we do at animation class:
bouncing ball (which you did for the first excersize)
juicebox: a juice box enters frame from left has an emotion change throughout the animation and leaves from right , (200 frame limit)
Character jump over object (i would recommend this for the second one , teaches timing and many other things)
Walk cycle
Character interaction with a ball
Character interaction with a box (push , pull , lift , etc)
I think it would be more fun practicing timing with a character rather than a ball destroying a brick wall or cars. Thats just me though , keep the ideas coming.
cheers ,
Ali
SheepFactory
10-16-2003, 06:17 AM
Also ,
I think we should find a rig thats available for all the major software's so everyone can focus on the anim instead of rigging.
is IK Joe available for everything or only maya?
SheepFactory
10-16-2003, 07:01 PM
Am I the only one checking this thread?
Lets hear some suggestions
3danim8d
10-16-2003, 07:11 PM
Roberto,
I'm confused, the 24th is Friday night.
Jeff
RobertoOrtiz
10-16-2003, 07:24 PM
Roberto,I'm confused, the 24th is Friday night.
Yep one week.
The idea is to crack out these suckers fast.
In the long run, it helps, becuase u can do more work faster.
Anyway you can post your work after the dateline with no problem. (Hell I posted my "bouncing balls" 2 days later)
http://www.cgtalk.com/showthread.php?s=&threadid=93087
The idea is for you to practice and learn
:)
-R
3danim8d
10-16-2003, 07:30 PM
Roberto,
Right, I understand the 'one week' but you said 'Sunday' the 24th and Sunday is the 26th, Friday is the 24th and I just wanted to make sure everyone had the right date for the end of the challenge.
Jeff
Linus Ericson
10-16-2003, 07:38 PM
I am in when you start with IK Joe, I know there is free IK joe for max and maya, dont know about other.
Delucubus
10-16-2003, 07:45 PM
I need some fundamentals practice, I'm in.
-Todd
RobertoOrtiz
10-16-2003, 09:07 PM
For the next exercice Ill post a simple marionete model in DXF.
TRi-14
10-17-2003, 01:21 AM
I love it sheep, I think those ideas are great so that we can really put 'character' into objects which really is the main goal, acting.
I really like the "Character interaction with a ball; Character interaction with a box (push , pull , lift , etc)"
maybe we can have a simple character, kinda low res, nothing super that requires skinning, just some joint parenting, and we can download a rigged one, or rig it ourselves.
what to do?... ahh!
-chris
Mechis
10-17-2003, 01:34 AM
I'll do it if models are provided, so that I don't have to model :)
RobertoOrtiz
10-17-2003, 02:07 AM
I'll send to all personal e-mails with the IP location on where you can download the models. The models were done in LW format, but I'll export them to dxf and obj.
And TRi-14 check out this thread:
http://www.cgtalk.com/showthread.php?s=&threadid=95096
-R
Just posting as they're done
http://www.icecreamhasnobones.org/misc/blast15.avi
http://www.icecreamhasnobones.org/misc/blast16.avi
RobertoOrtiz
10-17-2003, 01:15 PM
As promised,
the objects for the exercise
They are not rigged but it is a start.
If you want to you can use your own objects
http://66.242.144.2/Canon3ds.zip
http://66.242.144.2/CanonDXF.zip
http://66.242.144.2/CanonLwo.zip
http://66.242.144.2/Car3DS.zip
http://66.242.144.2/CarDXF.zip
http://66.242.144.2/CarLWO.zip
http://66.242.144.2/WreckBall3DS.zip
http://66.242.144.2/wreckballDXF.zip
http://66.242.144.2/WreckBallLWO.zip
-R
Delucubus
10-22-2003, 07:22 PM
I Have been working on my cannon, let me know what you think.
http://www.standardsound.com/cannon.mov - 1.2 megs
I think I might have overdone the squash and stretch but I guess better over done then not done at all.
-Todd
TRi-14
10-22-2003, 11:52 PM
Once comment on your canon Delicious, speed up the shooting of the canon ball. it should be like a one or two frame "BOOOM" and kicks the rig back.
Looking good though.
-chris
Mechis
10-23-2003, 02:20 AM
@Delucubus
I like it. Maybe play with the squash/stretch. I think it might be talking a bit too long. Try shortening up the squashing and then lengthening the stretching (so it lasts while the cannon rolls back). Just an idea :)
@Everyone, I am working on my anims, but I'm not sure if I'll be able to get them done by fri. Hopefully I will!
RobertoOrtiz
10-25-2003, 02:10 AM
Mechis post your work when it is ready!
Looking forward to it.
-R
RobertoOrtiz
10-26-2003, 12:04 AM
http://66.242.144.2/WreckBallWIP.mov
SheepFactory
10-26-2003, 03:27 AM
I get a broken link roberto
RobertoOrtiz
10-26-2003, 03:49 AM
Humm it works for me.
Try to save the file locally.
(And Iwill be posting more stuff on the weekend)
-R
Mechis
10-26-2003, 03:53 AM
Hey Roberto,
I right clicked and did save target as and only got 2.2k. Perhaps something is wrong with your link?
I had family visiting and didn't get anything done. Hopefully I will have time to work this week :) cheers
RobertoOrtiz
10-26-2003, 04:55 AM
http://66.242.144.2/BoomFINAL.zip
Ok lets try this one.
And Mechis post WHEN u can.
This is a study section of the forum. The key is to eventually do the exercise.
-R
Mechis
10-26-2003, 01:39 PM
haha. I really like the block animation and the smoke. That part looks great! The motion of the wrecking ball seems to pause on its way down though. At first it travels fast, then hangs for a bit and then hits through the blocks. Shouldn't it be one smooth motion? Looks pretty good though
RobertoOrtiz
10-27-2003, 12:14 PM
Thanks Mechis...
Here is the canon.
http://66.242.144.2/BOOMCanonFinal.zip
Ill try to post the car tonight.
-R
Mechis
10-27-2003, 10:09 PM
Hey,
I made the cannon animation. I decided that I would make the cannon movable- that's why it wheels around so easily. I was thinking that it was chasing after something and trying to shoot it. My animation is here:
http://jleesf55.tripod.com/cannon.html
Does anyone know what the texture crawling on the side of the cannon wheel is caused by?
Tell me what you think!
jasonarnone
12-23-2003, 12:23 PM
Mechis
I realize it's very very late to be responding, but the 'texture crawling' that you referred to is a Moirée pattern. I tried to find a text book definition of this problem and couldn't find one.
I'm pretty sure it's a result of having a much higher resolution than what is needed for the given 'real estate' on screen. IE: if your texture is 64 x 64 but it's taking up 8 x 8 pixels on screen.
JA
BigSky
01-21-2004, 06:39 AM
I did this challenge for a laugh, and to try out my 'hardNoir' toon shader. Not so much a wrecking ball than a patting, or tapping ball.
He he.
Wrecking Ball (http://staff.ci.qut.edu.au/~barkerc/DCIPublish/Site01%20folder/Site01/Images/wreckingBallLo.MOV)
Everything by hand.
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