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this is the reference for the walking cycle i did, this is a "snooty" walk in sims. the walk cycle doesn't have that prominent extremes and the arms move less than a normal walk cycle. the feet also go quite central in the control key frame. the hips also move a lot and the head is tilted up and doesn't move that much. the legs also never go completely straight.
here was my drawn keyframes i planned in my book.
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the throwing reference i used. after i finished my animation i ended up using the stretch tool in graph editor to slow down the animation because i felt that it went to fast (even if the origanal time it went was even to my reference video).
below is the drawn keyframes i planned in my book after finding video reference
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everything i've missed:
all the important commands on maya
planning my animations
below are commands in maya that are helpful. the first image shows where to locate play-blast, and how to make your play-blast only have the polygon and not be rendered with all the commands/controls.
above is the commands to set the playback speed on maya to real time, so when you render your animation it has the correct timing. if you dont do this it becomes slower than it appears in the app. and the final photo is the "stretch tool" which allows you to make something quicker or slower on the graph editor. (access graph editor: windows>animation editors>graph editors) you can also move the keyframes within the graph editor.
below are some of the references for my animations:
below is the reference for keyframes i used for the pirouette.
drawn planned keyframes above.
below are the references i used for the swinging legs animation. i used a front and side view so it was easier to animate the 3d character. (above i didnt need to as it had a bird eye veiw)
drawn keyframes for swinging legs animation and horse animation.
here was my horse reference. i think i did a pretty good job on copying its stance. i couldnt make it loopable though as the horse moved its legs forward at the start to stay balanced. the original keyframes i did for this weren't slanted up enough and didnt look balanced, so i changed them to a bigger angle when the horse is in the air - this made it look more natural and more alike the refrence.
below are the three positions the dinosaur legs can be in. when jumping the dino takes off with one legs and then the legs return to even and then the opposite foot that took off lands. when crashing the dino eyes expand and the legs go back to first position.
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cavalry and the walking cycle
making a realistic walking cycle.
when walking:
bob up and down
arms counterswing legs
go from A to B
not moon walking
contact frame - down extreme - passing frame - up extreme - contact frame - down extreme - passing position - up
finish on the same frame u started with to create better loops
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animation
video groups: helps to make sequences. can make loops and command click copy the groups to last an entire segment of animation.
we made a person and made three slightly different outlines of the body, on the timeline we made a "new video group from clips" of these and then they move all to the same column. then they using command copy you can make the movement repeat throughout the entire animation.
window>timeline>hamburger menu>onion skin - onion skin allows you to see the previous and next frame. allows you to draw in-between frames. allows for a smoother animation.
frames on photoshop usually 12fps (15 standard)
can add keyframes using the little clock within the downward roll of film. allows you to move your a part of the drawing or object/s and direction and within the key frame you have made the object will move to your end spot within that time period.
for example we used a keyframe to make a squash and stretch on our person animation. we made our first keyframe at the start, moved our time thing that shows you where u are, and used command t to transform our person. we used alt shift so our person stayed center. then after we applied the transform with enter, another keyframe appeared where we were in the animation. we then wanted to girl to unsquash her self so we clicked onto the original keyframe and clicked "copy", then we found on the timeline where we wanted our keyframe (for original un squashed person/drawing) and clicked back on the original keyframe and clicked "paste" and the keyframe appeared where the time marker was.
smart object allows you tp have a timeline within an object. object with stuff inside of it. "container" for animation.
transform
scale
rotation
shift click everything > right click> convert to smart object = treats everything as one animation and condenses all your layers - but you can find it anytime with :
to change changes to a smart object: control s
so u double click on the smart object and it allows u to re edit the groups and drawing/animation within it
more shortcuts on photoshop
alter sizes of images = alt-cntrl-i
clear layer = cntrl-A-delete
fill screen with background colour = Alt-delete
set up photoshop file:
file-new > preset menu-film and video > size menu-HDTV 1080p/29.97 > give name > click ok
window-timeline
batch renaming files on adobe bridge:
find you files (in a folder come on)
select all of images in file, by dragging selection tool over them
click and hold refine button and choose "batch rename"
rename the files (put no. in tripe digits 000)
click rename and ur done.
planning my 2d animation
more controlls on photoshop
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2d and 3d animation
differences in keys:
mac command = CTRL
option = ALT
window + shift + s = screenshot(/grab) to clipboard
Alt tab =flit between tabs open on computer
CTRL + n = new explorer window
12 princibles
squash and stretch (elongated to make something look more lively/in motion)
anticipation (clue as to what will happen next in the animation)
Follow through and overlapping action (thinking about the objects that will also move in a movement, a little bit of drag. Eg waving the arm will move and the hand will move too but it will be a little delayed due to drag)
slow in slow out (acceleration and deceleration) (slow into the frame - fast - slow out of frame)
Arc (most things naturally form in curves)
timing (frames per second and their timing) (eg 1's is good for fast 2's good for slow and more clean and less work)
exaggeration (exaggerating actions makes its more noticeable and less subtle) (make animations more exaggerated cause then u can easily tone it down)
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