Thursday, 27 January 2011
Monday, 24 January 2011
Friday, 14 January 2011
Thursday, 13 January 2011
Animation Practice
Industry and jobs
Although this type of animation could be and is used in films, my primary industry for this piece focused on games, so I have been looking on the website gamesindustry.biz. There are many animators jobs on the site and it seems to be one of the most sought after professions, this example at Rockstar North particularly caught my eye
http://www.gamesindustry.biz/jobs/rockstar-north/uk-and-europe/character-animator-id40987
Whilst animations for things like explosions and falls down the stairs are often handled procedurally, there are certain situations within a game that require a keyframed animation, such as a cutscene or scripted event within a level.
Animators often also use blended animations or inverse kinematic methods, which still require animation to be present, they will then use the physics simulator to make sure the model isn't clipping with the enviroment. Therefore skills such as key frame animation are still used within the industry.
Some of the experiments I have done such as different walk cycles could be useful as an in game animation for a controlled character, as would the run cycles.
Although this type of animation could be and is used in films, my primary industry for this piece focused on games, so I have been looking on the website gamesindustry.biz. There are many animators jobs on the site and it seems to be one of the most sought after professions, this example at Rockstar North particularly caught my eye
http://www.gamesindustry.biz/jobs/rockstar-north/uk-and-europe/character-animator-id40987
Whilst animations for things like explosions and falls down the stairs are often handled procedurally, there are certain situations within a game that require a keyframed animation, such as a cutscene or scripted event within a level.
Animators often also use blended animations or inverse kinematic methods, which still require animation to be present, they will then use the physics simulator to make sure the model isn't clipping with the enviroment. Therefore skills such as key frame animation are still used within the industry.
Some of the experiments I have done such as different walk cycles could be useful as an in game animation for a controlled character, as would the run cycles.
Wednesday, 12 January 2011
Motion Graphics
These screenshots show how I put the audio together in logic
Here I am opening the video file within logic
Here I am adding the music to the project
Here playing with levels and setting up separate channels for music and effects
With the channels set up I started to add the sound effects, here I am adding the typewriter sound to the initial shot.
These shots are similar except I am adding the "scribble" sound effect to give the noise of a pencil. Note the levels had to be played with to give a reasonable mix of sound
These shots show the sound with everything added apart from the voice. Notice the ambient battle sounds and truck sound effects, as well as explosions
This shot shows the track in its final state, with the voiceover and all effects added, the only thing to be done now is use a radio preset and modulator to affect the voice.
Tuesday, 11 January 2011
Sunday, 9 January 2011
Motion Graphics
These are all images used in the animation, some are broken down into their compentent parts.
This is the plane outline used which goes across the night sky.
This is the image I used to animate the thrown grenade, each grenade was given a mask which then had its opacity animated in sequence.
Colouring without the outline.
The exploded jeep image complete.
German troops complete.
SAS Rifle squad outline
Colouring
Running SAS troops, shading and outline
Colouring
Train outline
Train colouring
Saturday, 8 January 2011
Animation Practice
Here is my final edit of all the animations and shots
Im happy with this overall but there are several things I would change were I to do it again. The landing in the bomb scene could do with tweaking as the upper body seems to fold in on itself when it lands at the end of the scene. I would have liked to add more scene elements such as a sightly more realistic bomb or textured walls. overall I think the camera angles are good although I would like to have done something slightly different with the slo-mo shot if I had time by adding a second camera.
Were I to change the stairs animation the first thing to change again would be the landing. Although I have managed to get the somersault into the fall and body does bounce slightly as it hits its final resting position, however the legs are not perfect as they come to their resting position before hitting the ground, again i would have liked to add more scene elements, aside from this I think the animation is solid, although the slo-mo shot could perhaps have been more elaborate.
I am fairly happy with the final scene, however i did have trouble getting the lighing in the scene right, as it was the biggest scene and needed mental ray lighting in order to show shimmer on the water, the light had to be reasonably close to water whilst aso lighting the character. The final effect is not terrible, however had I had more time I would have made the lighting better. Movement wise I am still not entirely happy with the run up, as the knees are still slightly too bent, the jump is good as is the initial fall but the body could perhaps be doing more as it enters the water.
I rendered all shots out from Max in .tif sequences and then imported these to After Effects, I could then edit the shots as I wanted them and add transitions such as fades. I also added mental ray lighting to the scenes to produce shadows and better light the scene.
Im happy with this overall but there are several things I would change were I to do it again. The landing in the bomb scene could do with tweaking as the upper body seems to fold in on itself when it lands at the end of the scene. I would have liked to add more scene elements such as a sightly more realistic bomb or textured walls. overall I think the camera angles are good although I would like to have done something slightly different with the slo-mo shot if I had time by adding a second camera.
Were I to change the stairs animation the first thing to change again would be the landing. Although I have managed to get the somersault into the fall and body does bounce slightly as it hits its final resting position, however the legs are not perfect as they come to their resting position before hitting the ground, again i would have liked to add more scene elements, aside from this I think the animation is solid, although the slo-mo shot could perhaps have been more elaborate.
I am fairly happy with the final scene, however i did have trouble getting the lighing in the scene right, as it was the biggest scene and needed mental ray lighting in order to show shimmer on the water, the light had to be reasonably close to water whilst aso lighting the character. The final effect is not terrible, however had I had more time I would have made the lighting better. Movement wise I am still not entirely happy with the run up, as the knees are still slightly too bent, the jump is good as is the initial fall but the body could perhaps be doing more as it enters the water.
I rendered all shots out from Max in .tif sequences and then imported these to After Effects, I could then edit the shots as I wanted them and add transitions such as fades. I also added mental ray lighting to the scenes to produce shadows and better light the scene.
Subscribe to:
Posts (Atom)