Archive for June, 2007

Back to basics

Last week when I was strolling around the park, I found a golf and a billiard balls. When I saw them I knew straight away they will be a good reference for some bouncing ball tests.

I tested the bounciness of the two balls as well as a tennis ball (was looking for something with a softer texture unlike the rigidness of the other two balls). To my surprise I found out that the golf and the pool ball react completely different to one another on different surfaces. It seems like the pool ball was a little more bouncy on a stack of paper than the golf. Anyway, you are probably asking yourself what am I yapping about so here is what I have got.

Dialogue test – Final

After a very busy week, I finally managed to sit down and make those final adjustments I wanted for the dialogue test. There are still few timing issues I would have changed if I had all the time in the world but I guess it is time to move on and work on a new shot.

In the next few weeks I am aiming to go back and practice some animation fundamentals which I feel could be pushed a bit more and improve my work flow.

Before I stop my rambling I want to say thanks to everyone for finding the time to look at my work and give me some good criticism (especially Ross-thanks mate, you are a legend!).

Anyhow, here is the final version of what I have got. As always, I am happy to hear what you have to say

Our first character rig is done!

My classmate, Paul Harris and I are working on a side project and today we finally finished working on our character; “Nathan 3000″.

Paul was in charge of all the face deformation and I rigged the body and cleaned up the final version so it will be more user friendly.

At this stage the rig is very simple and straight forward to use. It has an FK/IK switch as well as a GUI system for the face.

We are intending to upload it soon so everyone can take him for a test run.

Nathan 3000

WIP – Animating to dialogue test

Here are my thoughts about few of the things I have learned while working on the “Back to the Future” animation test:

1. PLANNING IS EVERYTHING!

2. Consisitancy in thumbnailing is the key to a more efficient work flow.

3. Silhouettes read better, never forget to test them.

4. Contrast in poses helps you to avoid twinning.

5. Timing can really push and accentuate a moment.

6. Small subtleties can make a big difference.

Last but not least I would like to mention that this test really taught me a huge deal about over animating a shot. Thanks the the fabulous feedback Ross and Kate gave me (Thanks guys, you rock!) I realised that sometimes the small gestures read better.

I know I have been spending a fair bit of time working on this shot, but I guess thats the way it is when you are self taught. You learn some of things the hard way.

As I said in previous posts, it’s still work in progress . There is still another pass I want to do for the lip sync but all in all I am happy how its coming along.

As always, I am happy to hear what you have to say about my work so don’t be shy and share your thoughts (if you have time off course).

WIP – refining the dialogue test

So after I received some very useful feedback and criticism from collegues and some people at “strut your reel” I went back to work on my dialogue shot. As I wrote in my previous post it still need a lot of work, but slowly I am getting somewhere.

When I looked at the shot couple of days ago, it felt too slow, as if the timing of the gestures was twinning a fair bit of the time. To overcome this problem I offseted some of the keyframes and tweaked the poses slightly. The ending bit got cut down (thanks Ross!) so now the shot finishes when the dialogue ends. Somehow I ended up with something completely different to what I had few days ago but overall I think its getting there (VERY SLOWLY!).




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