Fourth Animation Update
The rig I have used for this first animation has be sourced from (http://www.iashwin.net/rigs) and is free for myself to use.
My aim here was to give another take on the "superhero landing" where traditionally a superhero would land on the ground from a high fall sometimes on one knee with a hand/fist on the ground and the other arm outstretched behind them. My take on it is that this superhero, Captain Atom, is a super human, thus allowing him to do a superhero landing with less effort. I thought about approaching it with this in mind and I have focused on this aspect. You can see that I have him landing on the ground with straight legs and there is a minimum amount of follow through. This is to emphasize the extreme power of the character.
The next animation I have chosen to go for is a punch, this is a good exercise since it is a famous example used to illustrate follow through and anticipation.
Both my attempts have been failures in my opinion, I have gone more for a hook though which involves keeping your fist close to your body and hooking your elbow around. My first attempt was with FK, I only used this because the character was already in FK from the previous animation. I read someone's opinion on a help forum saying that they would only really use FK arms for a walk/run cycle and nothing else...I'm starting to see where they were coming from. Whenever I animate with FK arms I always end up having to go into the graph editor to fix a lot of issues and I also need to add an excess amount of keyframes to correct the interpolation.
There are four animations below of the same FK punch animation but from different angles. He could definitely go further buck with the anticipation and his left shoulder should end up higher than it is. The animation as a whole also doesn't have that feeling of him throwing a punch.
FK Back

This back angle shows the weird anticipation for the punch. His arm is out too far and I did actually try fixing it but the FK just kept making things messy for me.
FK Front

FK Left Side

FK Right Side

This IK punch is a little better and the rig itself felt more stable while doing this. I still feel that this is pretty bad but it's a learning curve I am taking a lot from. I didn't manage to get the impact of the punch again. His head doesn't move much either and his feet are all wrong. I feel I got bogged down on the action of the arm itself.
IK Back

IK Front

IK Left Side

IK Right Side

Again, this punch animation has gone all wrong. I'm finding it rather difficult to animate this action. I know what's wrong but I can't seem to fix the problems.
Summary:
These animations have been a useful failure and one that I intend to improve from. I have had the thought though that I would prefer to do longer animations that focus a bit more on a narrative/character performance between two characters or even just one character. I will still do various small actions though but those can be done in a day whereas proper character performances could take me a couple of days to get right.
The next animation I have chosen to go for is a punch, this is a good exercise since it is a famous example used to illustrate follow through and anticipation.
Both my attempts have been failures in my opinion, I have gone more for a hook though which involves keeping your fist close to your body and hooking your elbow around. My first attempt was with FK, I only used this because the character was already in FK from the previous animation. I read someone's opinion on a help forum saying that they would only really use FK arms for a walk/run cycle and nothing else...I'm starting to see where they were coming from. Whenever I animate with FK arms I always end up having to go into the graph editor to fix a lot of issues and I also need to add an excess amount of keyframes to correct the interpolation.
There are four animations below of the same FK punch animation but from different angles. He could definitely go further buck with the anticipation and his left shoulder should end up higher than it is. The animation as a whole also doesn't have that feeling of him throwing a punch.
FK Back

This back angle shows the weird anticipation for the punch. His arm is out too far and I did actually try fixing it but the FK just kept making things messy for me.
FK Front

FK Left Side

FK Right Side

This whole FK animation is a shambles.
This IK punch is a little better and the rig itself felt more stable while doing this. I still feel that this is pretty bad but it's a learning curve I am taking a lot from. I didn't manage to get the impact of the punch again. His head doesn't move much either and his feet are all wrong. I feel I got bogged down on the action of the arm itself.
IK Back

IK Front

IK Left Side

IK Right Side

Again, this punch animation has gone all wrong. I'm finding it rather difficult to animate this action. I know what's wrong but I can't seem to fix the problems.
Summary:
These animations have been a useful failure and one that I intend to improve from. I have had the thought though that I would prefer to do longer animations that focus a bit more on a narrative/character performance between two characters or even just one character. I will still do various small actions though but those can be done in a day whereas proper character performances could take me a couple of days to get right.

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