In this blog post I will be showing the work I have done for the Final Concept Bundle which I am going to present during Week 13 for the Brave New World Assignment.
First off all I will show and discuss my animations trials.
Here is the first animation trial for my swimming animation:
Here is my second animation trial for my swimming animation:
Also here is the video I researched to help me do this proposed animation:
It’s a video of Michael Phelps swimming in the 2012 London Olympic Games.
The movement I wanted to recreate from the video for my animation is from 4:00 to 4:05 in the video. In this bit Phelps gets to the end of the swimming pool and then he springs off the wall and moves his legs up and down and then he starts kicking his legs and starts swimming again.
I wanted to base my swimming animation on this.
However I found another useful video which showed Phelps’s Swimming technique in slow motion. It looked a much more complex animation to do but I did give it a good attempt.
Here is this research video I found of Phelps’s Swimming technique:
The next animation I started working on was a uppercut punch animation.
Here is the animation trial I made for this uppercut punch animation:
A video which was a uppercut punch tutorial helped me to develop this animation.
Here is that video:
I watched the video from 1:05 because that was the bit where the person performed the punch. I used that part of the video because it showed me the pose the person had before he did the punch and the pose when he performs the punch. So basically it helped me to shape the poses I wanted to do for my animated model.
This is the movement that I wanted to recreate for my uppercut punch animation.
The next animation I started working on was the walk cycle for my Razor (Shark man) character. Basically I wanted to make him a walk cycle for when he is sneaking looking for his next meal.
I did a bit of research on slow sneaky movement. However I couldn’t really find anything that was useful for me. So I decided to film myself doing the sneaky walking.
As you can see from the video I did, I wanted to make my Razor character to bend his legs and lower his body. I also wanted to make Razor move one leg at a time. This is because the point of this animation is for Razor to move quietly because his prey might escape. So that’s why I wanted to make him lower his body and bend his legs. As this will keep him hidden from his prey and he would be able to move more quietly.
Here is the Walk cycle:
Now I am going to show you my final animations I made based on my trials and research.
Here is the video (Phelps Swimming technique):
Here is my (scrapped) swimming animation:
As you can see this isn’t the best animation. This mainly because I scrapped the animation. If I finished it may have ended up much better. However I found it really difficult to make and that’s why I decided to stop making this animation. The main reason I found this animation hard to do (based on the Phelps video I researched) was that there are many bits of the model’s body that you have to move while making the model move forward. Due to this I found it really hard to keep the movement looking realistic.
To be honest I didn’t really like the animation. The possible thing I did like from this swimming animation was the take off from the wall.
What I didn’t like was the knee breaks I tried to include in the animation. I didn’t like it because I don’t think I timed the knee breaks at the right movement times. Also don’t like the model’s arm movements. This is because I just made the model’s arms just stand still and didn’t make the arms move that much at all. This wasn’t good of me because it made the model look more like a robot and didn’t make the animation realistic at all.
The animation principles I planned to use for this swimming animation was Squash and Stretch and Anticipation. As you can see my final scrapped animation for the swimming hardly showed any signs of Squash and Stretch. I think I showed more signs of Squash and Stretch being used in my second animation trial I did for this swimming animation.
The same sort of applies to the Anticipation principle. I wanted to apply the Anticipation principle at the start of the animation. This is when the model is bending his legs back to the wall and taking ready to take off. I thought I got the starting bit wrong in my final scrapped animation for swimming. However I showed better signs of this principle more in the second trial I did for the swimming animation.
Here is my Final Uppercut Punch Animation:
I really liked this animation I thought it worked well. The things I liked about this animation was that I manage to get the main parts of the body involved in the Uppercut punch to move correctly while doing the uppercut. I thought getting the main parts of the body moving (similar to the research video I found) made the animation of the Uppercut punch look more realistic. I also think I did the arm movement for the punch correctly.
What I didn’t like about this Uppercut punch animation was the part when I make the model swing his arm out to perform the Uppercut punch. The movement didn’t concern me from this it was the speed of the arm swinging. Basically the speed when the arm was swinging out was too slow. It didn’t make it realistic at all because in reality a person would swing his arm out to perform the Uppercut punch much more quickly. If I improved the speed on this then I think the animation would look much more better and realistic.
The animation principles I showed in this was Anticipation and a bit of Secondary Action.
The Anticipation principle showed in this animation when the model was swinging his arm back getting ready to do the Uppercut punch. I think Anticipation was shown quite well here.
The Secondary action was used briefly in this Uppercut Punch animation. Basically the first action was the model landing onto the ground and the secondary action was the model swinging his arm out and performing the Uppercut punch.
Here is my final walk cycle animation:
I liked this animation also. I think it worked nicely.
What I liked about this walk cycle animation was the pose of the model. I think I got the pose right because it makes the model looks more sneaky and that was the purpose in this animation.
What I didn’t like about the animation was the fact that I don’t I made the body move as much as I could in this animation compared to the legs. As you see in this walk cycle animation I made the character move quite well with it’s legs, however the same cannot be said about the body. This makes the animation look less unrealistic and more robotic.
The Animation principle I used in this walk cycle animation was Squash and Stretch. I think the model’s legs showed the Squash and Stretch principle the most. This is because the legs are together which show the squash and then when the legs move they stretch.
Now I will explain to you the Time Management I did in getting this Final Concept Bundle done.
The dates between the 23rd and 27th of November I got my final drawings completed for my characters, the props and the world environment.
The dates between the 28th of November and the 6th of December I started and completed my final animations and trials.
The dates between the 7th and 9th of December I plan to implement my work into my presentation. I have started that already and I almost have got my work implemented onto my presentation.
So as you can I did my time management quite and I think it worked out successfully.