Hello HypefroActive Fans and welcome to another exciting edition of Animations on HypefroActive. It's been a while even if it's like three or four days since i last posted anything here on this blog but hey i'm back now so let's get the show on the road.
So what do i have for you my HypefroActive people this season? Animations as usual of course or what else where you expecting? Yep Animations animations and more animations. But this time i intend again as usual to raise the bar a little higher than it already is at. We've got less than two weeks before november passes the torch and i still have to animate a shot for this month. In this month as mentioned earlier, i'll be doing a dance and afterwards a fight animation shot. Animating both shots has a lot more to do with principles otherwise every Animator would be Animating these kinds of shots in their CG films easily. You really have to get into the nitty gritty of actually knowing how these things work out in real life. Wether you draw, you use the video or act it out, cram or understand while you sink it into your head, it is your call. What matters is knowing how these things happen and in what order they occur. This is not to say that the principles will not be needed because that is definitely not what i mean. What i'm saying in essence is that after reading and digesting the principles, you still have to understand how these things work. These things you hope to animate, that you are so passionate about showing off to people. Well it's not easy especially for us newbies but we do our best. Heck it's not easy for the pros either because i hear them cry too so quit worrying and keep animating.
Alright, so i'm done with my model or my first model and there are no morphs at this time. The face has been textured but i've collapsed all the modifiers making the textured head an editable poly again because i felt the need to pull one or two vertices in the head section of the model. Ordinarily, after modelling and texturing i always bake the textures into an editable poly for no reason. It's like a ritual for me, it doesn't add or subtract anything, i just like doing it that way. But i'm growing and like everybody else i embrace change, so if it happens that i do the uvw map textures again, i'ld be tempted to leave it that way. There was a mistake that i made here though and it's that i should have copied the head model before collapsing it into a stack, that way i'ld have the original just in case and the option of the other i'll be collapsing should i change my mind about anything in the future like i'm doing now.
Ok, so i'm currently in the rigging stage and i did mention things like the Automatic and Manual type of rig in one of my recent posts which can be found here http://reidchannel.blogspot.com/2014/11/how-to-rig-character-in-any-software.htmlalso with their cons and pros. Well the thing is the decision to go with either of them is hard, so i'll be using both types in this one shot. Now because this is a dance Animation, i intend to make it as flexible as possible especially in the spine area so that the transition in animations between frames while animating is smooth. The spine is about twenty percent (20%) responsible for the jerks that happen within that area while animating a dance say if you are using a rig like the CAT or Biped in 3dsmax.
So having used all these and knowing where their strengths and weaknesses lies, i intend to use both the Auto which is the "customized" custom rig and the manual which is your 3dsmax custom bone rig without any customizations applied to it.
Which do i use where and why? Yeah places like the foot, i'ld fully customize the rig in that area because all the foot would do while planted on the ground would be to either roll on the heel, rotate
the toes or rotate the whole foot from the ankle. And i think this would apply to it while in the air as well. Especially because less attention would be paid there and the bones to be animated are not much thus the order of animation is irrelevant as animations performed to this part of the body will mostly occur in one way or order. what i'm saying is there are like two bones in each toe and the parent bone been the first that's attached to the foot itself will rotate first before the other bone which is the child bone hence the child bone would depend on the parent. So Automating my rig here would be fine for me and easier while animating plus the character would be wearing shoes, but when it comes to the fingers where there are three bones in each finger, it's a different ball game. The other two will not necessarily rely on the parent bone to fully perform its rotation before it does it's own. At least not in all circumstance. Let's take for instance a person trying to curl the fingers and same person trying to grab or lift something. The difference in this two circumstances is the exertion of force at the parent finger bones which will ultimately transfer to the other two child bones. In this case you'ld need a manual type set of rig. So that you can adjust whatever it is the way you deem fit or as actually is in real life. If you choose to go with the Automatic type of rig then, in both instances where you curl or grab the fingers will move and present itself to you in the same order. In the curl, it might look natural but when you animate a "grab" it would look loose thus unnatural if you automated it.
The spine as at now, i have automated with three controls one of which drives both at same time and the other two are independent of one another but answer to their parent which is the hip bone. The biggest advantage in considering the automatic rig here is in the shoulders. All i have to do is move the hands up or down and the shoulders adjust to these movements. In this illustration the spine is animated to rotate at the hip giving that s- curve appeal animators look for in their shots. This is partly possible because this spine has already been customized and the bones in that region are the SplineHiSolver specially made for situations like this in 3dsmax.
Ok, that's all for now and if you've got any questions to ask or whatever to contribute, feel free to do so in the comment section. I'll see ya when i see a.
So what do i have for you my HypefroActive people this season? Animations as usual of course or what else where you expecting? Yep Animations animations and more animations. But this time i intend again as usual to raise the bar a little higher than it already is at. We've got less than two weeks before november passes the torch and i still have to animate a shot for this month. In this month as mentioned earlier, i'll be doing a dance and afterwards a fight animation shot. Animating both shots has a lot more to do with principles otherwise every Animator would be Animating these kinds of shots in their CG films easily. You really have to get into the nitty gritty of actually knowing how these things work out in real life. Wether you draw, you use the video or act it out, cram or understand while you sink it into your head, it is your call. What matters is knowing how these things happen and in what order they occur. This is not to say that the principles will not be needed because that is definitely not what i mean. What i'm saying in essence is that after reading and digesting the principles, you still have to understand how these things work. These things you hope to animate, that you are so passionate about showing off to people. Well it's not easy especially for us newbies but we do our best. Heck it's not easy for the pros either because i hear them cry too so quit worrying and keep animating.
Alright, so i'm done with my model or my first model and there are no morphs at this time. The face has been textured but i've collapsed all the modifiers making the textured head an editable poly again because i felt the need to pull one or two vertices in the head section of the model. Ordinarily, after modelling and texturing i always bake the textures into an editable poly for no reason. It's like a ritual for me, it doesn't add or subtract anything, i just like doing it that way. But i'm growing and like everybody else i embrace change, so if it happens that i do the uvw map textures again, i'ld be tempted to leave it that way. There was a mistake that i made here though and it's that i should have copied the head model before collapsing it into a stack, that way i'ld have the original just in case and the option of the other i'll be collapsing should i change my mind about anything in the future like i'm doing now.
Ok, so i'm currently in the rigging stage and i did mention things like the Automatic and Manual type of rig in one of my recent posts which can be found here http://reidchannel.blogspot.com/2014/11/how-to-rig-character-in-any-software.htmlalso with their cons and pros. Well the thing is the decision to go with either of them is hard, so i'll be using both types in this one shot. Now because this is a dance Animation, i intend to make it as flexible as possible especially in the spine area so that the transition in animations between frames while animating is smooth. The spine is about twenty percent (20%) responsible for the jerks that happen within that area while animating a dance say if you are using a rig like the CAT or Biped in 3dsmax.
So having used all these and knowing where their strengths and weaknesses lies, i intend to use both the Auto which is the "customized" custom rig and the manual which is your 3dsmax custom bone rig without any customizations applied to it.
Which do i use where and why? Yeah places like the foot, i'ld fully customize the rig in that area because all the foot would do while planted on the ground would be to either roll on the heel, rotate
the toes or rotate the whole foot from the ankle. And i think this would apply to it while in the air as well. Especially because less attention would be paid there and the bones to be animated are not much thus the order of animation is irrelevant as animations performed to this part of the body will mostly occur in one way or order. what i'm saying is there are like two bones in each toe and the parent bone been the first that's attached to the foot itself will rotate first before the other bone which is the child bone hence the child bone would depend on the parent. So Automating my rig here would be fine for me and easier while animating plus the character would be wearing shoes, but when it comes to the fingers where there are three bones in each finger, it's a different ball game. The other two will not necessarily rely on the parent bone to fully perform its rotation before it does it's own. At least not in all circumstance. Let's take for instance a person trying to curl the fingers and same person trying to grab or lift something. The difference in this two circumstances is the exertion of force at the parent finger bones which will ultimately transfer to the other two child bones. In this case you'ld need a manual type set of rig. So that you can adjust whatever it is the way you deem fit or as actually is in real life. If you choose to go with the Automatic type of rig then, in both instances where you curl or grab the fingers will move and present itself to you in the same order. In the curl, it might look natural but when you animate a "grab" it would look loose thus unnatural if you automated it.
The spine as at now, i have automated with three controls one of which drives both at same time and the other two are independent of one another but answer to their parent which is the hip bone. The biggest advantage in considering the automatic rig here is in the shoulders. All i have to do is move the hands up or down and the shoulders adjust to these movements. In this illustration the spine is animated to rotate at the hip giving that s- curve appeal animators look for in their shots. This is partly possible because this spine has already been customized and the bones in that region are the SplineHiSolver specially made for situations like this in 3dsmax.
Ok, that's all for now and if you've got any questions to ask or whatever to contribute, feel free to do so in the comment section. I'll see ya when i see a.
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