Advanced Animation - Final Project: Action Animation
INDEX:
1. Final Project: Action Animation
2. Feedbacks
3. Reflection
INSTRUCTIONS
Final Project: Action Animation
In the final project, we are required to animate a 5 to 10 second physical action sequences. We have to choose an action sequence that involves physical movement, such as a fight, chase, or sports-related activity.
First, we need to find a video reference for that action. Then, create a storyboard that visualises the key moments, actions and emotion of the scene. In the storyboard, we have to incorporate variety of camera shots, angles and visual continuity to enhance the visual storytelling. From our observation, we should animate a BLOCKING pass animation (Progression 1) by keying the extremes and breakdowns with “Constant key” interpolation. From the progression 1, convert all the “Constant key” into “Bezier” or “Spline” interpolation as we call it as “Splining” for POLISHING pass (Progression 2). We have to fix the timing and polish the animation curve using a graph editor. Then, add the flexibility to that action to make it more believable. Based on the staging camera, light and render the animation into an image sequence as Final Animation.
Reference
At the start of this project, I found a few references for different actions from the channel that Mr Kamal recommended.
Reference 1
Reference 2
Reference 3
Initially, I wanted to choose the 1st reference, but I think the sword is hard to animate together with his jumping and turning. For the second reference, I think the action is quite short. So, I chose the 3rd reference for the final project.
StoryboardAfter finding the reference, I started to observe the action and then came out with the storyboard with camera angles.
Blender
Blocking
After that, I started to animate the action in Blender. I started with importing the reference video into sequencer and preview in Blender. I cut the reference video according to each angle and place them together so that they are in sync. Then, I started to pose the extreme of the action.
I identified the extremes of the action. I have to make sure that the pose looks natural from each angle. So I have to observe the pose from front angle, back angle and also side angle. I spent quite a lot of time for the turning part when he jumps because I have to rotate the spine, body and legs. I have to make sure they don't twist too much.
The next action, where he squats down and turns his legs, that is also quite tricky since one of his foots should stay still, and the other leg should turn around. I have to make sure the position of his both knee are correct and don't twist together. Another challenge here is the hand placements since I am using IK, I tried to make his both hand stay at the same place in this part of action, so I have to adjust them frame by frame, but there is still a little movement. For this part, I followed the pose from side view more because it's the clearest, I also referred to the front and back view to make sure that the pose looks natural.
After he squats down, the next pose is the last pose, where he jumps and returns to the first pose.
After that, I changed the interpolation mode to constant for blocking.
Blocking
Polishing
After the blocking stage, I used graph editor to clean up the animation. I deleted the unwanted keyframes and adjusted the pose with the graph editor. I changed the handle type to free handle to adjust the pose in graph editor to make the pose more natural.
With the feedbacks from Mr Kamal, I amended the pose he starts to squat down because the pose looks a bit awkward. I realised that I should rotate the spine and shoulder first before rotating the arms. After that, I also fix some of the awkward pose especially the rotation of the character's hands and feet.
Polishing
Rendering
For the next stage, I added expression to the character.
After completing the action animation, I added the background. I found 3D model of containers on the Internet and imported the file. I stacked up the containers and added colours. Then, I also added the camera. I positioned the camera according to my storyboard.
Lastly, I adjusted the lighting before rendering the animation.
Lastly, I added background music to the final kick animation and compiled all progresses together.
Final Project: Action Animation
FEEDBACKS
Week 13 / Final Project
Overall looks ok. But some part needs to do clean up and fix the awkward pose so that the whole animation looks more natural. Left hand - clean up (frame 40 - 50), use graph editor to fix it, set the handle type free. Spine - can rotate it later. Add breakdown at frame 45. Fix the left foot since it's a bit stretched at frame 62.
REFLECTION
Overall, I found this project to be really fun to work with. The most challenging part of this project is definitely the part where we had to study the movement of the action and try to come out with the camera angle in the storyboard. The process of posing the character was particularly demanding, as it required careful observation of the movement from different angles to ensure accuracy and fluidity in the animation. Timing was also a critical aspect, as it determined how natural and dynamic the action appeared. There were moments when adjustments had to be made to the poses to fit the character's anatomy or match the desired visual style. In the first attempt, some of the poses looks quite unnatural, so I have to imagine the most natural pose of the whole set of action since in the reference video, it is covered. In the process of posing, we also need to make sure we rotate the main body first, before we rotated the knees or arms. I also had to ensure that the transitions between poses were smooth to create a believable flow of motion. It taught me how important it is to pay attention to detail and stay patient throughout the process. Despite the challenges, this project significantly improved my skills in character animation.
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