Saturday, 4 December 2010

Sound animation "Manny Pacman VS Robot

I have chosen the sound clip "11SecClub_April_Competition
I have decided to animate it with a Boxer Boxing a Robot to match the clang sound. Manny Pacquiao, a Filipino 8 world titles holder would be my main character.

Here are some caricatures I've done for Manny Pacman. I have decided not to use it because it will take a lot of time to complete my animation


I am quite happy with this character design so I have developed it more so it would be easier for me to animate


This is my final character design of Manny. As you can see, it is very simplified, It shows he isnt a heavy weight fighter, maybe a welterweight and it is perfect for my animation

This is my final design for my robot, it is very simplified, with less details, and easy for me to animate


I have made some video references of me boxing, showing some basic punches

FRONT VIEW: I like this camera angle because, it is good to show pressure to the opponent he is fighting eg: camera, robot

SIDE VIEW: I have done this view so its easy to see the foot work and body movements, this would be best to use at the star of the fight to show "The Rush"

ROBOT SIDE VIEW: this is an exaggerated acting I did here hahaha


This is my animatic, it is just snapshot of scenes where it showed more movement
   

LINE TESTS:
Robot close up

Boxer rush attack...start of the fight
Boxer Combo attacks Front View


Scared Robot Front View...Then Exploded


FINAL OUTCOME

I have coloured in my characters to make it interesting for the audience to watch, to make my animation feel alive. It took quite a while but its worth it :D I have first animated scene by scene on photoshop so it will run smooth. After all scenes are done, I put it all together on windows movie maker to match the sound.

Hope Yall Like it XD

Sunday, 21 November 2010

My Understanding of Computer Animation Limitations

Computer animation has revolutionized the animation industry, virtually replacing the older types of animation, like cel drawn or stop motion. But notwithstanding its appeal, there are limitations an animator faces when using this process. The animator has to keep in mind the limits when planning the project so he can deal with them.
The character hair design doesn’t always look too realistic because of its blocky shapes, sometimes it looks more like a hat than a hair.
One of the limitations of computer animation is seen in the area of hair. In early animation, stop-motion or cel (and still occasionally today) hair was used on mesh models that had hair texture images and transparency maps applied to them. These made it look unrealistic, more like a hat than hair. Now a day’s people stimulate hair on a figure is called hair dynamics. Using this approach, the animator defines an area in which he would like hair to appear, as well the length and other characteristics of that hair.

Another limitation of computer animation is in the area of motion. Most animators are expert at creating a pose for a character, but not as good at creating realistic believable motion frames. To overcome this limitation people used motion capture files (MoCap) Those motions are based on actual people and applied them to the characters. A good example of a Computer animation motion-capture is ‘Happy Feet’ some approach can't achieve completely accurate motion, it will require allot of tests to perfect it but will loose allot of time to complete.

Another problem when creating a computer animation is the texture resolution. All 3D models, moving figures or background objects like tables and chairs, have texture maps applied to them to provide the colours that you see. Otherwise, the models are just colourless masses. These textures come in different sizes, this will depend on how detailed the object needs to be. It will take a great deal of computer power to render a large file for a moving figure like a person.

A foremost difficulty with computer animation is the difficulty of the process (coordination). There are many different fields and subfields within the industry. For example, the average animated movie will have texture painters, modellers, riggers, audio specialists, matte painters, MoCap, story-boarders, technicians etc... Because the director and producer would spend allot of time coordinating all the parts to make a whole, they have less time than they might otherwise have for other aspects of the film, such as the story.