Date (Week 5-6)
Janaan Ahmed (0353333) / Bachelor of Design (Hons) in Creative Media
Advanced Animation
Project 1: Walk & Jump Animation
Lectures
TOPIC 5 : BODY MECHANICS IN A WALK CYCLE
Walk Cycle
- Technique: Pose to Pose
- Poses: contact (extreme), up, down, passing (breakdown)
- Timing: 2 steps (24 sec) for natural walk
How to achieve fluidity + flexibility
- Get the right pose + right timing (pose to pose)
- Get the flexibility right (straight ahead)
Blender
- Right arm and left arm FK/IK switch to FK
- Set contact poses (Extremes)
- Hip slightly down and forward
- If foot moves 1 unit, hip moves 0.5 (contact poses)
- Set breakdown poses (passing)
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Fig 1: Ankle rotation accuracy |
Instructions
Fig 2.1: Module Information Booklet
Fig 2.2: Project 1 Instructions
PROJECT 1: WALK ANIMATION
There are 2 parts to this project:
- Vanilla Walk Cycle
- Attitude Walk
As we learned from Animation Fundamentals, we follow this sequence of
mapping out the key poses for a basic walk cycle:
- Extremes: Contact, Passing
- Breakdown: Up, Down
Seeing as the hips are the main force driving the the movement, we
first start by adjusting that. Following that come the legs, and the
hinge movement. After getting the pose right, keyframes are
set.
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Fig 2.4: Pasting flipped pose for consistency of alternating motion |
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Fig 2.5: Posing foot |
In a similar manner, and by also utilising what we learned from the
posing exercise, I then made the attitude walk. This time I included more
subtle movements by playing around with more body controls, and then
adjusting the graph editor to get the easing right. I decided to give snow
a laid-back walk.
FINAL OUTCOME:
Feedback
-
Reflection
Experience
Animating on Blender (or any 3D software in this context) was a little
different and a bit hard for me to grasp. Moreover, the graph editor is
a little confusing to understand at first, but overall a walk cycle
seems the best and most fundamental to get the hang of animating on a 3D
software. I'll be honest though I do wish there was an onion skin
function.
Observation
In all honesty I quite struggled to move the limbs and joints of the
rig in a way that didn't make the character look distorted. And
therefore I tried to not overcomplicate things by adding extra details
(although that would have made the walk more smoother I
suppose).
Findings
Seems to me that the key is to get your poses and silhouette right so
that the software interpolation creates smooth inbetweens. I still am
just getting the hang of things for now.
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