3D animation Evalution

This is the process of the animation getting better.

I worked on  the guy at the right.

Dominic worked on the hand toggling.

Dan and I worked on the guy on the left.

The left guys arm clips into the table.

The left guy’s right arm quickly jumps to the table or cube.

Both their hands snapshot.

The left guy’s right arm quickly jumps to the table or cube.

The arm is still quite quick.

With this one I tried to slow down the animation but I ended up screwing it up. So it started clipping through the cube.

I managed to fix the problem I cursed  and made the arm movement flow better.

This was meant to be the the final thing but I can see some problems in it, that I just could not fix.

Final 3D group animation

I took over 3D group work because no one on why team did. Dominic didn’t  because he couldn’t animate in maya. And Dan, I think was busy.

This is nothing much, I think this may be the most simplified animation we have made.

I made a plan on how I could distribute the animation work to the others. The plan was I animate one character dan animates the second character. And Dominic animates the arm wrestle.

I started it off by animating the one character, Once I finished I gave it to Dominic to animate, I thought Dominic wouldn’t finish the animation by Wednesday but he did.

Once Dominic gave the animation to dan it was his turn to animated the other character, but with this came problems, Because I told dan to animate the body I found it really annoying that he was trying to animate the fingers, facial expressions and what not.

So I told him to ignore it and work on the body, that isn’t important, But Dan being Dan he wouldn’t do the work he was given to unless  he fixed a tiny issue.  At this point, I just ignored him and worked on the colouring of our other group work.

Later on, Dan calls me asking me to help with a problem. I see the problem, I told him “I thought I told you to  leave the fingers till later”. he told me that He could not spline the character because it would affect the hand. I was really confused I told him  how would spline the in between affect the arm, he just said it did.

So I asked Dominic to give us another copy and he did. We finally got the problem that caused all of this, and the problem was the character’s hand was passing through the others hand and all he needed to do was just to push it back, and that was it. He broke the model arm just to that.

Later on, I sat next to him to help him animate the character, we do so until we reached the arm problem (It’s basically use trying to fix an animation error) we tried fixing it but we got nowhere. The first problem with it was the arm was going through the table, the second problem was that the hand started twisting and much more shit like that, up until teacher dan could leave it at a passable level or hide it.

As we were tampering with it, it started jumped at the last frames. So dan said why don’t we try to hide it, He tries to But fails at it because to me it a noticeable mistake.

He then leaves it at a camera angle and we watch it and I could see the jumps from point a to point be , but he said  it looked okay at this point I gave up, then told hem to give me the file and he left.

This would be dan version, Dan told me that that the reason the characters are floating is because he swapped between FK and IK. He also told me that he changed dominic’s hand animation because, reasons. The thing is when I was working on the animation I did edit dominic hands, but I only did it to correct some few mistakes I saw.

How do i fill about this short film annoyed plus pissed

3D feedback

Ball obstacle coerce- it’s hard to tell what’s going on so a closer camorra angel would be nice, the movement of the ball is smooth but some parts need to be sped up, nothing starts be ball rolling might be better off is you just start with a moving object rather than have it start static, during the mid-air jump less quash and stretch just have it as a solid object, the ball needs to be more solid it feels a lot like a ball of jelly at the moment or if you us less key frames you could speed it up.

Pendulum- end swing needs to be more violent it just flops, the beginning is done really well could probably do with being a bit quicker, the flip that the disk dose needs to be more fluid it feels a bit clunks at the moment, the disk dose not turn in a perfect circle it’s all over the place try to balance it out

This Is feed back from dan

Feedback on two 3D animation

I think the timing of the steps for the stylized walk is quite good, however all of the steps look the same. Perhaps adding some variation in some of the steps would improve it. There is one thing that I think might be improved in regards to timing and that is the timing between taking each step. It seems that the idea is to have the robot be limping and I think that having a pause between the robot finishing one step and starting to take another would make the animation convey that idea better. Another thing that I think could be improved is the motion of the robot’s main body. It’s stance does shift convincingly when it shifts it’s weight onto it’s right leg, however when it raises the leg to take a step forward the body doesn’t rotate or rise to accommodate the movement as it would.

For the ball and tail animation I think you have done quite a good job of showing anticipation before the jump. I do however think that the tail looks a bit stiff, for example when the ball first jumps the tail doesn’t really form a proper arc and the tip doesn’t drag on the way down between frames 6 and 12 as it should. I also think it would benefit from adding some rotation to the ball, particularly when it jumps from rock to rock. I think this would help make the follow through on the tail look better. Adding some squash and stretch to the ball would also improve the animation.