Character Animation

WEEK1

An introduction to 3D animation.

As our first task, we began the module by learning the fundamentals of the 3D animation software Maya and studied how to make a basic ball bounce.

Ball Bounce Reference

Reference

Ball Bounce Types Based on Their Properties

I created a simple animation of a ball bouncing using the basic squash and stretch animation principles in order to better understand the concepts.

Made a Football from Sphere

Simple ball bounce achieved by only using keyframes on the timeline.

Combining stretch and squash

Stretch

Squash

It appears more dynamic and showcases a moment of bounce after combining squash and stretching to the ball.

Graph showing the movement of the ball

Trail of the bouncing ball

Ball Bouncing on the surface

 

 

WEEK2 

The Obstacle course

We are still working on ball bounce this week. The challenge was to design obstacles and animate them with the flow; to that end, I animated a basic obstacle course.

Obstacle Course

Obstacle Course

Motion Trail of the Ball

Applying Texture

 

Assignment 01

 The Obstacle Course 

The Obstacle Course

Later on, I learn the characteristics and operation of rigging. I used the ball that had been set up for that earlier. With the help of the rigged ball, I was able to understand the rigging very clearly.

Ball with RIG

Using the rig body as a tool with squishing

Using the rig body as a tool for stretching

A brief example of how to use the rig to generate moments that the ball.

Animated ball using the Skeleton rig.

Final render after applying textures.

 

WEEK3

Sack of flour’ and Arm Rig

This week, we looked closely at the rigging process for animation. To continue, we started with the flour sack animation. For Which, we used a rigged model of the sack to assist us illustrate certain scenes and provide additional context.

Sack with rig

Stretching by using rigging

Squish with the help of rig

Demonstration of the rig’s operation.

Created animation by using rig.

 

We then moved on to the second challenge, which teaches us how to design our own rig. for which we created a block hand. Which was simple yet cool at the same time.

Basic Block Hand Modeling

The second stage was to parent all of the prototype models or blocks that were used to create a hand, after creating moments and using the rig.

Parenting all the Blocks

Simple Hand Animation

This was a really simple animation, but it was also quite interesting to learn in that it gave a sense of how complex it may grow in later levels. I also learned that it’s important to label things correctly in order to avoid unnecessary labor.

Animation videos

Render of Arm Rig.

WEEK4

Inverse Kinematics and Forward  Kinematics

In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters required to position the end of a kinematic chain, such as a robot manipulator or an animation character’s skeleton, in a given position and orientation relative to the chain’s start. Given joint characteristics, the position and orientation of the chain’s end, such as the character’s or robot’s hand, can often be determined directly via numerous trigonometric formula applications, a method known as forward kinematics. However, the opposite process is significantly more difficult in general. In this session, we  learn how to use Kinematics for moments to create hand swings and a basic walking rig.

 

Arm Swing

Creating Arm Swing Animation

 

Leg Rigging

We constructed our own ik rig later in the session. To start, we modeled the basic block legs first. Then, we made a leg rig. To make it function, we parented the rig to the mopdel and then repeated for the other leg. We created animation subsequently.

Leg Rig

Parenting Rig with the Model

Duplicated rig for each leg

Making simple walk animation

 

WEEK5

Posing and Head Turn

This week was our first time using the human rig, and after playing about for a little, it was simple to understand the principles controlling the human rig’s movements.

Later, we conducted an exercise where we gave the character certain poses to assist them become more comfortable with the controls. This will be useful for creating animations for future class.

Pose 1

Final_1

 

WEEK6

Walk

We practiced using the human rig for basic animation this week. We used references from Richard William’s publications, “The Animator’s Survival Kit,” to animate that.

Reference from Richard William’s and his books “The Animator’s Survival Kit”

Started with the leg animation.

Step-1

Step-2

Step-3

Walk Animation.

Refined Walk

 

WEEK7

Walk Cycle and Weight Lift

This week, we begin by learning how to create a watercolor cycle using a little animation. The first step in doing that is to copy the clip and paste it in the time editor after choosing the Nurbs control and the subsequent frame. Afterwards, by choosing the appropriate control and moving it, the walk has the ideal flow.

Obtaining animation on time editor

Duplicating the Animation.

Final Animation

Weight Lift

As the class progresses, we discover increasingly sophisticated limitations on parenting. whereby we discover how to lift an object and create an animation using parental restrictions. Using constraints to tie the object to the character allows for a relatively easy method of making the character move along with the item.

Since this was another assignment requirement, I decided to create a proper weightlifting animation. I begin by modeling the weights for that in a simple way. Later, I was able to apply constraints to parent the character’s hands and the bar. Consequently, behaving organically while establishing the scene in the character’s weights.

Adding constraints

Making animation

Animation in progress

Trial Render

 

Final Animation

Week 8

Reference and Rotoscoping

This week, we study about the historical use of referencing in animation. Since then, there has been a significant alteration, but the reference has remained the same.

Speaking of references, photographer Eadweard Muybridge investigated animal and human motion in the 19th century. For animators, his books are a standard reference.

Eadweard Muybridge

Artist using reference to create animation

Disney is using live references for animation.

 

Box Lift

Later, we carried out an exercise where we animated a clip that we had brought in. For that, we demonstrated the weight lift using a box model as a prop. Using the reference was a pleasant experience. Furthermore, it operates efficiently and quickly in the event that a reference clip or frame is present in the scene.

 

Final Render

 

Week9

Camera’s and Animatics

We began working on Assignment 03 this week, which was an 11-second animation clip. To achieve that, we start by learning how to animate appropriately in Timleine by learning how to blend audio.

It’s quite easy. After opening Maya, locate the speaker icon in the lower right area of the screen. Right-click and select Import Audio.

Audio on Timeline.

When the waveform hits the timeline, it becomes easier to interact with the characters and understand their dialogue and actions.

Camera setup

Following that, we learn how to set up the camera and employ focal lengths to obtain the greatest compositions. Positioning the camera correctly is crucial to achieving the best compositions in the scenario.

Camera Set up.

 

Week10

Jump | Rig Recap

This week, we’re learning how to create a jump animation. However, there are a few things to keep in mind, such as the physical aspects of the cartoon, which should look dynamic and natural.

Jump Animation

Jump Animation

 

Final Video

 

Week11

Camera’s & Shot Sequencing

This week, in order to allay any confusion and provide useful tips and tricks for the assignments, we had a thorough review of every module. The main focus of this week was honing our skills and experimenting with different assignments.

 

Assignment03 Process

In order to complete my last assignment, which was an 11-second animosity clip, I employed two characters that are interacting. This will show various hand gestures as well as covers dialogs and facial expressions.

Reference Video for the Assignment:

 

 

Audio Used for the Assignment:

 

To make things easier, I added an audio clip to the timeline to make the animation priorities clear.

Since it provides a quick reference, I later modified the moments after positioning the characters as I saw fit. Following that, my attention was drawn to the finer points, such as creating the lip sink and face motion. The hardest part of the process is the lip sync since it requires precise placement to look natural.

Positioning the Characters

Positioning

Animating Moments

Animating Moments

 

Adding and adjusting lights in the scene.

Setting up the Camera

Framing

 

Final Render

 

Assignments

Assignment 01: Basic Weight Mechanics – Obstacle Ball Bounce

In order to bring the ball to life for Assignment 01, students must demonstrate a fundamental understanding of animation skills and the weight mechanics of a bouncing ball. In order to accomplish that, I created an obstacle course for the ball, included the squish and stretch principle, and demonstrated all of the abilities I have learned so far.

Assignment 02: Weight Lift 

The assignment 02 required the creation of an animation that demonstrated the weight physics and anticipation while incorporating character movements. After that, I animated a character that moved and lifted weight while utilizing some animation concepts. The character falls as a result of the box’s heavy weight.

Assignment 03: 11 Second Animation

We had to produce an 11-second animation clip as the module’s final assignment to demonstrate our solid knowledge of the fundamentals of animation. Following that, I used the example of the 2D cartoon, in which two distinct characters interact with one another. This shows all the animation’s details, like the lip sink and the movements of the eyes and eyebrows. In addition, manual motions and automatic camera movements are used to complete the shot in a cinematic manner.