Animation Fundamentals-Task 2: Vanilla Walk Animation

3/11/2024 -  17/11/2024 (Week 7 - Week 8)

Yang Jiayi / 0369288 
Animation Fundamentals
Task 2: 
Vanilla Walk Animation

Instructions



Lectures
Week 6

Animation Clarity

Clarity is keeping your shot clean and precise; for instance, it could mean simplify the movements of your character so it's easier for the audience to keep up.

  • Clarity in Staging
  • Clarity in Secondary Action
  • Clarity in Exaggeration
  • Clarity in Action - Anticipation and Follow Through
  • Clarity in Solid Drawing

fig1.1 Clarity in Staging

a. Environment

b. Camera


2. Clarity in Secondary Action

One idea being put over in a scene can be fortified by subsidiary actions within the body.

3. Clarity in Exaggeration
4. Clarity in Anticipation
fig1.2 Clarity in anticipation

Week 7

Walking is a process of falling over and catching yourself just in time. We try to keep from falling over as we move forward. lf we don't put our foot down, we'll fall flat on our face. We're going through a series of controlled falls.We lean forward with our upper bodies and throw out a leg just in time to catch ourselves. Step.catch. Step, catch. Step catch.
fig1.3 Key poses reference side view


fig1.4 Side view key poses timing 



Week 9

ANTICIPATION

Make the action seem more real when the character takes action to give the audience clues about what will happen next,During the jump, you must squat down to accumulate energy to prepare for the movement.

fig1.5 Anticipation


fig1.6 Anticipation

fig1.7

FOLLOW THROUGH

Technique that allows body parts and appendages to drag behind the rest of the body and continue to move when the body stops.

Follow Through and Overlapping Action is often associated with another technique called Drag,Follow Through refers to the way parts of the body continue to move after the body stops.Overlapping Action describes the offset between the timing of the main body and other parts.Following Through and Overlapping Action add a great deal of realism to the characters

fig1.8 
FOLLOW THROUGH

Week 10

Pose to Pose and Straight Ahead

1. Key Pose
The Storytelling drawing or the main idea.

fig1.9 key pose
2. Extreme Pose

Poses that connecting the key poses to complete the action.

fig2.0 Extreme pose
3. Breakdown Pose

The middle pose that sit in between those extreme poses.
Breakdown pose is used for:

  • getting the Flexibility
  • creating arc, and
  • dividing between slow in and slow out.

fig2.1 Breakdown pose
4. In between Pose
The poses that show Slow in and Slow out

fig2.2 In between pose

fig2.3 Apply Animation Technique


Project 2A- Walk Cycle Animation

I started planning the animation with a rough block sketch in Adobe Animate, referring to the lecture. I followed the reference key poses listed earlier.I started to draw a rough animation.
fig2.4 Rough animation, human body section

The walking is undulating, and the up and down range cannot be too large. I reduced the up and down distance from the contact posture to reduce the inconsistency.

fig2.5 Human Plate

After finishing the rough animation, I know how to do it and start coloring the complete walking animation.

fig2.6 Walk Cycle

Once the cleanup was complete, I edited the rough draft and cleanup animation into one video in Adobe Premiere Pro and labeled it for submission. Each video was looped 1-2 times during the edit. 

Rough

Tie Down


Final Vanilla walk cycle


Project 2B - Jump Animation

Before I started, I designed a jump draft based on the idea of ​​the previous walking animation. According to the knowledge in the lecture given by the teacher, we need to understand the anticipation pose first. This is very important in animation. This is to let the audience know what you are going to do, so before the jump action starts, I need to draw the anticipation pose.

I drew a draft

fig2.7 Rough

The jumping action of the character in the animation is broken down into multiple stages, such as take-off, rise, highest point, descent, and landing. The following picture is called the "Pose-to-Pose" technique of action, which emphasizes capturing the key postures of the action in the animation.

fig2.8 Pose-to-Pose
The character is in a backward posture in the air, in the gliding stage, and gradually begins to fall in a natural arc trajectory. The direction of the hair in the first and second pictures is also different

fig2.9 Action Arc

The character is falling, with the center of gravity lowered and the feet close to the ground, showing the preparation for landing or landing.

fig3.0 Action Arc

Rough


Tie Down



Final Jump Animation




Reflection
Experiences
This extend is exceptionally solid. I attempted to create the character walk. I was exceptionally upbeat to complete this work. In spite of the fact that the method was exceptionally strenuous, I still felt a sense of achievement when I wrapped up it within the conclusion. I learned the essential standards of character activity, how to form the character walk without being bizarre and in line with the development rules of every day strolling. Amid the generation handle, I profoundly realized that the details of the movement decide whether the generally impact is characteristic or not.

To begin with of all, I get it that strolling liveliness isn't fair a basic pre-movement, but moreover incorporates the up and down changes of the body and the facilitated development of the arms. In arrange to form the development look more practical, I went through an astounding sum of time examining the development instrument of the human body and understanding the coherence and beat between each development. For illustration, the pre-swing ought to be facilitated with the development of the center of gravity of the body, and the swing of the arm has to be facilitated with the pre-swing development.

Observations
Amid the generation handle, I experienced astounding challenges. For illustration, how to dodge solid or unnatural developments whereas keeping the developments smooth. This requires steady adjustment and alteration of the position and time interim of the keyframes, rehashed see and. Through these rehashed endeavors, I slowly aced a few liveliness generation procedures, such as the utilize of moderate in and moderate out to create the developments gentler and more normal.

Findings
In expansion, I too learned how to separate and color the human body. Some time recently beginning the liveliness generation, the human body is partitioned into distinctive plates, which makes a difference to superior control the developments and coordination of each portion. This step not as it were makes strides work productivity, but moreover lays a point by point establishment for afterward coloring and detail alteration. Amid the coloring handle, I taken note that the color coordinating and dim tone preparing can encourage improve the three-dimensionality and authenticity of the characters.


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