Artist's Comments
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This was my final animation for my animation class, made in 3ds Max 2008 and MotionBuilder. It features Raq, an alien character I made up, creating and entering a portal. It was animated using motion capture data recorded from my own movements. My primary focus on this animation was to skin my character better than last time - that is, make the proper parts of the body move along with the skeleton inside. In my last animation, I rushed through that part, so really strange things happened, but I covered it all with cloth so that you could not see. This time, the character does not wear clothes, forcing me to do a better job of skinning. I also had fun with the particles and the space warp that affects them (May 2009). UPDATE: There used to be a camera shift in the middle of the animation that I had added to the video at the last minute. I wasn't really sure about it, and enough people have told me it is confusing, so I took it out. Now the preview image does not actually appear within the animation, but on the flip side, hopefully the camera does not make you as sea sick. |
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May 13
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I'm currently studied animation in £D studio Max at university. You'll hate the program in no time.
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I started out with the biped inside my mesh and I skinned it obsessively. I wanted it to be perfect. For some reason, when the motion capture data was put onto the character, all the bones ended up converted into helper objects, and some of my hard work at skinning seems to have been lost. Also, even though MotionBuilder specifically asks you if you want to keep inverse kinematics, and I specifically said yes, there are no inverse kinematics on the output from MotionBuilder. I could use rotation safely, but I could not move the hand and have the arm follow like it is supposed to.
I lived inside the curve editor. When you first get the motion capture data put onto the character, there are an extremely excessive amount of keyframes. I simplified it like crazy, but, as you say, it could use being simplified even more.
The only parts I keyframed by hand in this animation are the tail, antenna, left arm, and the fingers. Do they look okay?
At the beginning of the animation, Raq was going to climb down a wall like a gecko, but with that data, the hands for some reason spin around like Exorcist hands, and it was jerky overall. I fought with it in the curve editor for many hours before I finally decided it would be easier and look better to just keyframe them from scratch using my original model with working inverse kinematics. Since I am proud of Raq and how nicely I skinned him, I may just make that part for fun later on.
The hand and anteane are not bad at all, but they still seem stiff and the anteane looks very odd waving about. This is where you use the curve editor to fix them and make sure the bi-ped is on 'euluar' for a smoother animation curve. also- for the antenae, remember a basic prinicple of animation:
When the head moves, the anteane follow through afterwards with the same motion. it's a sense of follow through force. You sort of have it, but the anteane sometimes have their own motions going on. you need to decide if they have their own control, or if they are contolled by the head. If you e-mail me your model (with it's bi-ped) I may have a go at animating it and showing you some tips 9after my dealdine on firdya that is.
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