Showing posts with label walk cycles. Show all posts
Showing posts with label walk cycles. Show all posts

Friday, 17 January 2014

Project 3: Week 8 - Finalising my Animations.

Finalising my Animations.


 This week both at home and at college I was finishing up with my third scene from my animation. Now that I knew what to expect from After Effects, I was quite confident in producing more work in a shorter space of time, and focused on getting the loops of animation as smooth as possible. 

Before that though, I started off by creating PNG files of pieces of scenery in my third scene, that was so that I could take those pieces and just put them straight away into my animation scene and not worry about having to cover pieces up or cutting out any white space. I did this with pathways, stones, trees and grass, and it saved a lot of time when putting all of my pieces together. 

I then focused on making my little fawn character, who meets an awful end towards the end of the animation. I made a small loop of her blinking and eating grass. And then made a 3 frame animation of her getting scared and jumping up to see what's behind her. I took time making this piece of animation because I wanted to emphasise just how timid she is and how reluctant she will be to go on this quest with the raccoon.
I'll also admit I surprised myself with how well she came out, I love how cute she is and how very Bambi-like she seems, which is what I was aiming for.

This is the final product of my work from this week. I got the scene just to how I wanted it and I think it looks cute as hell. I liked the way the colour scheme came out and how everything blends together well. I didn't want this scene to be too bright, put rather pastel and delicate looking, which I think is apparent here. 
Unfortunately, when it came to rendering, one of the files was missing from the animation folder, as I must have saved it onto the computer instead of my hard drive, and this animation didn't get fully rendered, I did, however, hand in everything I'd done for it. 



Friday, 29 November 2013

Project 3: Creating my characters and assets for Scene 1.



Creating assets for Scene 1.
















I started off this part of the project by creating the most prominent part of the scene: The forest. I knew that I wanted a black background to give off the full potential of the colour scheme that i have applied to this animation, so the trees I have chosen to do are all rather vibrant against a black background. I've also taken into account the fact that these trees themselves need to show depth of the scene and so I have made them slightly darker, the further back they go. 

From my initial plans you can see I have still kept as much detail in the trees as I can, this is to ensure that the animation looks the highest quality I can make it, and gives off a rather professional look to it. 

I have also added spiky looking flicks at the end of these trees, and the reason for this is because I'm aware that these trees wouldn't look at good if they we


I also made some little bits and pieces to go in my forest, as I felt it would just be a bit boring and repetitive if there were JUST trees. 








Friday, 1 November 2013

Project 2: Creating my Walk Cycles/ Final Products/ Evaluation.


In Preparation of creating my walk cycle loops for my final animation, I began by studying and
researching various ways that characters walk, and taking into consideration my characters weight, height and specific body parts which would have to be catered for. I searched through a vast amount of walk cycles and character designs, until I got to this little gem.
It seemed as though this walk cycle was perfect to help base my characters walk, for a number of reasons. The main one relating to the fact that I wanted my character to be rather short and podgy, and this little bird’s body was rather similar to what I had in mind. I also found that as I was drawing up my own characters body, based on this walk cycle, his belly would move from side to side, as if drawing all attention to it, and making it seem even bigger than it was.
I found it a lot easier to simple draw my walk cycle images straight onto my computer, than doing them traditionally first, this saved so much time when it came to putting them all together. I used a stabilising tool on my pen work, which meant the lines would be a lot more smooth and flowing, and not sketchy like they would have come out by hand. I also chose to keep the outline of my character rather dishevelled, by changing the pressure that I applied to the pen. This made the line-work much more dramatic and somehow added a lot more character to the little raccoon, mostly by the lines being thicker at his arms and tummy, which made them seem more defined and thicker.  I didn’t have any specific difficulties when creating this walk cycle, there were minor changes to make with every frame there was to do. I did find, however, that I was able to keep the line definition the same throughout the cycle, and very easily as well, with thanks to the simple shape or my character.  Seeing as I had something as a base for my character’s walk cycle, it didn’t take me much time to complete my first walk cycle, and decided that because it had been so successful and so time efficient, I would use this loop, as an actual piece in my animation.




After I had created my first successful walk cycle, I decided I wanted to give it a go at colouring it;
I began by making a copy of my set of frames, and used the layering system to use colour on my individual frames, without going over the linework and ruining it. I wanted to start off using basic

colours and working my way up to doing complicated and more detailed colouring. However, I found that my characters colours were rather simple, and to try and simplify them anymore would cause them to not match the style of drawing I had done on them.
Here, it shows my first final frame that has been coloured. I used a base colour in grey/brown, then applied a light blue/white for the tail stripes and the fur on his belly and face. I used a textured brush which I edited to make look like fur, which I think worked very well on his body. I also added a dark grey to black colour on his feet, which worked very successfully and made them look a little dirty, which it turn makes him look more like a wild animal, rather than a house pet.
After I had applied all of his fur, and dark rings around his eyes to make him look both tired and more raccoon-like, I went on to create the shadow around his body. To do this, I made a new layer, turned the opacity down to about 19%, and turned the colour down to pure black. Then, with the stabiliser on max, and the pencil tool (which creates a clicked end) I went over the specific parts of his body.
This image shows in more detail how the shadow looks on the character. I think it works really well, when creating a shadow this way because of its opacity. The colours underneath are still very visible, whereas if I’d simply put a black line as the shadow it would have looked a lot less effective in my opinion. It also makes my character look a lot 3-dimensional, which brings him to life.
After I had completed all 14 of my walk frames, I then adjusted all of my images to ensure they were the same height, width and length, as my animation looked a little bit jumpy when put together.







Once I had completed a walk cycle, and applied colour, I thought it best to try and work on one of my more difficult characters. That character being Lola, the fawn friend of Archie’s, and the soon to be killer of Archie as well. I really struggled with putting together an idea of how to make her walk, as I

haven’t ever really drawn deer that much, due to their complicated bodies and stances. So I sought help from gifs of Bambi, which I then broke down and used as bases for my own character! I found this way to be so helpful, and I quickly picked up the specific body parts and areas which would need most defining and emphasis, like I did with my first loop. I didn’t copy the cycle too accurately in this image, as they depict a fully gown deer walking, and I wanted to add the cautiousness and speed of a young fawn.
I found that using the pen tool, again, gave the sleek edge and soft lines that I wanted for this picture, as deer are seen as elegant creatures. I also found it rather challenging to keep an eye on what leg was moving where, and to ensure that I didn’t mess up the walk cycle. I probably could have made it easier for myself by shading or marking one of the front and back legs, to distinguish them from each other.
However, I persevered, and was able to create a full, and working, 20 frame cycle, which shows the deer cautiously walking forward. I added a tiny bit of a head dip to my character, which is JUST noticeable, but I didn’t want to create too much of a fuss with parts of the body other than the legs at the moment. One thing that did bug me about this walk cycle was that the images seemed to get bigger as the frames went on, which is probably down to my poor tracing skills. I managed to correct this by taking each individual frame and used the transform tool to make every single one of them the same size.
This walk cycle, I feel, took a lot more time and concentration than my first loop, simply because of the amount of body parts I had to control.  I feel as though I could easily apply colour to this cycle now, and try and work how the shadows would change as the character moves as well. And I also intend to use this cycle as a base for when I turn my fawn into a zombie like creature, were I can use each frame and edit it to my liking.





Once I had finished my first deer walk cycle, I then went on to using it as a base for the horrific makeover it was about to get;
I started off by drawing a simple line on my canvas, to ensure that all the frames were going to be the same size and I wouldn’t somehow make them all bigger as the frames go on.


I then copied and pasted one frame at a time, adjusting the size so that the character situated itself perfectly on the line. I then “went to town” on erasing parts of the body, and filling them in with different, horrific injuries that I plan on giving to the deer.
I started off with rather simple things, I added bags under her eyes to signify that she had become part of the nocturnal forest, much like her friend the raccoon. I then added a few drops of…whatever was eating her from the inside out, on her mouth and then added bits of the substance dripping from her mouth and swinging in a very mucus-like fashion. Although I’m aware that deer don’t really have eyebrows, or most artists try and blend them into their facial furry features, I altered hers to make her look more angry and demonic than before, and although the eyebrow looks rather placid in this image, it gradually becomes scarier as the frames go on.

I then went on to taking actual chunks out of her body. I knew from the moment I decided that she would “turn,” that I not only wanted to have parts of her body missing, I also wanted her to gain body parts, growths, tumours, boils – those kinds of things. So the gunge that’s eating her from the inside out, finally made an appearance and is shown to be dripping down her neck, were her windpipe and throat would be, I think this looks great, really effective and is actually not nice to look at, rather than making her still look cute with half her body missing, which is a common thing among this genre of animation.
After spending so much time working with her legs, I was a little apprehensive about changing them in any way, but one idea I did have, which kept her leg shape well, was to have a bone sticking out of one of the joints in her front and back legs. I drew a rather crude looking bone sticking out of the joint in her front leg, which looks rather horrible, along with the blood trailing down her leg to add to it. I also made her body lower itself, and go into a little dipping motion when it was time to put pressure on the leg, which I think will make it look a lot more effective and consistent with the frames.
After adding extra bones and effective the movement of my character, I then went on to make the biggest impact of my character;
I decided that to make my character a little bit more 3-dimensional, and I did this by removing almost half a side of my entire character. I wanted to have some ribs and organs showing, as well as making the skin look like it was peeling or dissolving away due to the substance inside of her. Although I want the skin to recede slowly, so I started off with a few cracks and splits in her skin, which I want to develop into larger splits and tears. Showing the ribs was easy enough, as I simple just had three separate spaces which curved down to meet the joint in her front leg.


I then went on to add multiple creases in the edges of her joints and skin. I think this makes the character look a lot more run down, almost as if she was sagging due to the nature of her health. I also added a kind of splat effect print on her hip, I think it kind of lightens the mood on the animation, as I don’t want this animation to be completely horrific! And the creases I think work so well, making her look so much more decrepit and shows just how much she is falling apart, and I also added a graze to the skin on her back leg, just so I could tell the difference between the legs.
The final product of my first frame of this walk cycle looks like this; I am very pleased with the detail I have managed to put into her and how I was able to make her health deteriorate steadily the more she moves. I have adjusted the majority of the frames to ensure that all of them are the same size and have went through her run cycle to make sure that the leg works well also, as I have intended to make it look as though it is limp when she runs. I then applied this to all 20 frames of my original walk cycle.



FINAL OUTCOMES:





Evaluation.
One a whole, I am really pleased with how all of my walk cycles have turned out. I used a digital format to create all of my frames and loops, which I haven’t done before, and experimented with making a gradual change to my character through the loop as well, which required a lot of attention to detail. I think I struggled slightly with keeping my frames all the same size and shape, because I was tracing and tracing and tracing an image constantly, and a result of this problem was the size of the deer's head changing and morphing slightly when in real life it would stick to the same size.
 If I were to do anything different, I would try and trace out all the frames by hand first, to ensure that they were all the same size, and would also have the much smoother and sleeker lines that my hand-done pieces tends to have. 

Sunday, 27 October 2013

Project 2: Week 2 Reflections.

Week 2 Reflections.



Days:
Monday 21st
Tuesday 
22nd
Wednesday 23rd
Thursday 24th
Friday 
25th
Saturday
26th
Sunday 27th
Work to Complete
Begin sketches out character's defining features related to walk. 
Finish deer and raccoon walk cycle sketches
Digitally line all four walk cycles. 


Digitally line all four walk cycles. 
CAD Session & more research for blog alone. 

Documentation.
Colour up walk cycles at home.  
Reflection.
Colour up walk cycles at home. 


This week, I assigned myself to the task of completing my walk cycles for two of my main characters. I planned on using a mix between Paint Tool Sai and Photoshop for this, but found out I could complete the task purely on Paint Tool Sai, which made it much easier to complete at home. 

Monday 21st October: Began drawing out specific parts in my character's body in different parts of the walk cycle. Aspects such as the feet, tail and belly, which would be the main parts in the characters walk cycle that would be effected.

Tuesday 22nd October: I finished up the main sketches and then put them only my computer to draw up digitally. 

Wednesday 23rd October: I spent the day finishing the line work for my 3 walk cycles. 


Thursday 17th October: I spent the day finishing the line work for my 3 walk cycles. 


Friday 18th October: Had CAD session where I showed David my 3 walk cycles, and was asked to do one more, possibly depicting the walk cycle of the fawn in my animation, once it had been infected and turned into a zombie. Also took part in class animation, where we started off one character each, and passed it around the class to let others change and morph them, was a really fun exercise!