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Monday 21 May 2012

Blocked Swinging

Howdy!

After getting the approval based on my planning and many sketches, I was able to create the scene I wanted within Maya using some basic shapes. Most importantly I went through my first phase of posing and timing to tell the story of the shot.

Hopefully makes you want to see what happened before and what happens after!

I am pleased with my first step and the sense of action I'm getting within the character at each pose. I'm excited  to pedal onwards and bring some more progress to it and this space =D

Swing Time

Greetings once more friends,

 It's hard to believe the end of another class is fast approaching! I have started the final shot for this class and it should hopefully be a nice and dynamic one that I can sink my teeth into so everyone can enjoy watching it:)

 It is again another step up character wise, and this time we've got stuwie with all limbs attached and ready to roll! or swing I should say Now that I have had some experience in posing and getting into communicating internal and external forces in a character with legs, torso and head; I can add the arms to my thinking as I pose out the character as he further feels out his balance.


 For this Assignment I decided to do some swinging action, both broad and more compact (so stuwie's arms in fact become rather essential right here). I draw my inspiration from a lot of physical game characters I have played (i.e Prince of Persia titles) as well as some fantastic olympic uneven bars routines.

 With this one I intend to steer my focus on getting the weight right (such as with the slow movement at the outer edges of the swing and the acceleration through the middle. Conveying the fact that Stuwies arms are really under strain and has influence will be key to avoiding the appearance floatyness.


Something rapid but smooth, energetic but controlled.

Jump, Hop and Leap

Heya! There has once again been a bit of a gap in updates, but always for the right reasons; ) Have been hard work and facing all the challenges of keeping my head on straight as I worked through my shot and started a new one, whilst having the most fun I can mostly have at the same time.

Whilst keeping a very close eye on my video reference that I shared and the planning I had as a foundation I went into blocking out the shot with the intention of really pushing the poses and making good use of the spine throughout the motion to make it nice and dramatic where I could.

After getting my scene in place and getting a sense for the timing and the rapid motions that I have going, I really started getting into adding a bunch more frames and actually doing alot of leg work due to the fact that I was essentially working no more than two frames apart. So almost traditionally. This means I got to put in as much information myself and letting the computer do little to no smoothing and calculating without my help this time around.

The main points I addressed while working towards having all my inbetweens in place was dialling down some of the floppyness in the spine and head, as well as fixing that last anticipation into the final jump.

Getting the snappyness going out of the jumps and into the landings to contrast with the nice hangtime as the character arcs over in the air really made this a fun exercise. This made me less fearful of trying something a little different in terms of the characters attitude to what he is doing with his body.

And yes I gave him a speedo haha