Sunday, 24 November 2019

3D Animation 2 - Lip Sync Group Assignment



What worked?


Me and Kevin were able to work together to create different personalities and characteristics between the two characters interacting such as the colour of clothing they would wearing or, instead of Malcolm just sitting there, he would do small things like looking around to show that he is having his own thoughts and conversation with himself.

In my second shot when Malcolm is shocked, instead of him looking at Jerry, I thought I would try having him move his glasses a bit because I wanted to show a bit more of his personality and character.

When I am animating, I like to exaggerate a lot while Kevin goes for more subtle and small movement. So, me and Kevin tried to find a common ground so when transitioning to the other person’s shot, it would look the similar. I would not exaggerate as much on the poses while Kevin would work on more exaggerations and adding arcs to his animation part.
 


What didn’t worked?


There were still some parts of my animations that I think did not need as much exaggerations, such as when Jerry says, ‘…America’s PAST TIME.’ He would rise up with his arms in the air. This in my opinion is a bit too much movement and exaggeration and does not match the tone or the audio.  

What me and Kevin did in order to give each other feedback was every Sunday we give each other feedback and updates on how our animation is going. Whenever, I give feedback to Kevin, majority of the time, it’s the exact same feedback I give, ‘character whole body is frozen except hands’ or ‘arms is too straight’, he rarely applies the feedback I give him to his animation.

In my final shot, Malcolm’s hands and arms, its looks too flowy because of the size of Malcolm hands as well as I add too much animation into his movement than necessary.


What to improve?


What I would improve is experiment more on camera shots so one person is on screen instead of two so both character can have the same detail in animations than having two characters on screen and applying more detail to one character than the other. Also, I would also have made a new reference so both the gesturing and the audio of the lip sync makes more sense.






Final Playblast (My Part)


Sunday, 15 September 2019

3D Animation 2 - Pantomime



What worked?


From my previous animations, I was not able to fully apply arcs within my animation because I did not know how to create or produce the arcs in the first place. What I ended up doing was using ‘SyncSketch’ and drawing lines and guides so I can get a better understanding of the position of the arcs and what the new animation would look like if I used my guides.

During my portfolio presentation, Simon gave me some feedback on the movement of the character’s eyes. He said that a person does not roll their eyes around, they dart meaning the eyes snap looking from one object to another object. This did improve on the parts of the animation such as when the character sees the guns and instead of the eyes slowly rolling, the eyes dart from one gun to another. In addition, Rose also mentioned that eye brows and eye lids also move along with the eye, which adds extra detail to the eye movement.
  



What didn’t work?


Comparing my reference and my animation, the way the character sneak walks towards the diamond is different. I initially wanted the character to have a bit of a bounce similar to my reference so she has a bit of a personality as if she is happy to have found the diamond. However, I was not able to apply this to my animation and it ended up being a simple sneak walk towards the diamond.  


Before the character grabs the diamond, she does a little hand gesture. In my reference, I was able to see the fingers move fluently however, when applied to my animation frame by frame, it’s very quick so I tried to delay the time, but it still had the same result.  


What could be improved?


I would improve on how to animate hair because while there are some parts of the hair animation I am happy with, other parts do not have the same detail compared to another part. I initially went frame by frame on one hair control and changed direction opposite of when the head turns. This ended up making it difficult when applying weight and overlapping since the keys are in difference places in the timeline.

Furthermore, I would improve on the uses of squash and stretch. It did help with adding exaggeration to expressions such as accomplishment and being shocked but the way I used them did not work well with the way I animate.












Final Playblast


Sunday, 16 June 2019

3D Animation 2 - Parkour Group Assignment



This was the very first assignment that we are working with a teammate and I was kind of sceptical since I prefer to work alone because if there is a mistake or something is behind schedule, I know it’s my fault, but when working with someone, sometimes you either have to wait for them or they have to wait for you. I knew it was going to be a challenge especially working with another person but all in all, this was an interesting experience.

What worked?


Me and Raja (Isk) didn’t really communicate at the beginning which I prefer, although had consequences, I thought that Isk knows what he is doing so he should be fine and we only talked when the time came or if there was an issue. For example, the girl running away, we both had completely different references and styles of animating on how someone runs.

While my animation looked like she is stomping away and having a tantrum, Isk animation look like she was jogging like nothing was chasing her. We ended up asking someone to redo our reference so we can compare our mistakes and errors. When I animate, I look at my reference and immediately exaggerate my key poses while Isk find reference, replicates it and exaggerates later.

We were able to communicate, give each other feedback and find a common ground and compared our work so we don’t go over the top with our styles, such as I tried to constraint how much I stretch my poses and arcs while Isk added more arcs and stretch to his animation. We also, divided the work load so Isk finds/models building for our layout and I texture the layout.

Chris’ feedback on the cyborg jumping down and cuts to the girl already scared and shocked helped a lot when showing the impact and cut from the girl think the cyborg is gone to her reacting when the cyborg lands. Also, his animation had some stretch which me and Isk applied to our animations.

Another thing that worked was the ending shot when to girl leaves, it is more realistic. While working on it, I didn’t really have any reference because me and Isk initially wanted an ending where to cyborg gives the wallet back.

The feedback I got for the last shot was to get reference and when recording the reference, I realised that I needed to change the anticipating pose completely since its more cartoonish and also, I used my left leg to anticipate back instead of my right leg.

What didn’t work?


Although, we resolved the issue later on, at the beginning me and Isk didn’t really communicate until later on and before had different references and styles of animating a run.
In my animation, the cyborg has more detail compared to the girl. I was more focused on the cyborg since they are on screen the most compared to the girl that I needed to fixed a lot of errors mainly on the girl. Also, the girl running does not show as much fear as I hoped, yes, she is running, but I do not see as much fear as I have hoped she would.

Timing on the reference could be better. Most of the time, I need to cut up my reference and change the speed when editing which shows that I am not really good at timing my reference to my animation.


What could be improved?


I would either add the same detail of animation to both characters or next time just stick to one character. Also, find and recorded better references on the girl showing fear and running away like a chase scene in a horror film.
Another improved I would make is better communication with my teammate but not too much communication to the point I would seem annoying. Furthermore, cut out some of the parkour out so I do not have a lot to animate and find better references to work on timing.


All in all, this has been an interesting experience working with someone completely different on the style of animating and how you approach animating a scene.




Final Playblast (My Part)

Sunday, 7 April 2019

3D Animation 2 - Heavy Lift



What worked?


What worked while animating a heavy lift, was how I exaggerated the anticipation when the character is about to lift the object. In my reference, the anticipation is very subtle, so I added my own exaggeration from my reference to my animation.
Another thing that worked out was my camera movement. The feedback from my first camera movement was that it was too fast, so I slowed down the camera so the viewer barely notices the movement.


Anticipation


Upper Lift



What didn’t work?


What didn’t work however, was when the character carries the bucket, the arms either snap of move in random directions. I was able to fix most of the snapping issues, but I felt like the arm does not match how I lifted the bucket in my reference.
Also, when the character steps back to look at the other buckets, the overlapping I felt was either too fast or too slow around the left arm and the hips.


Carrying Bucket


Stepping Back



What lesson did you learned and what could be improved?


What I learned and I would improve on is there is subtle movement even when someone is standing still and bends down to put a heavy object and also, it is better to parent constraint on an object without problems when animating to a control that is barely moving or noticeable such as the tip of a pinky finger. work more on the arms and clean up on the overlapping when the character turns.
To improve, I would add more swaying to the bucket as the character carries it.



Final Playblast