Hello HypefroActive Fans and welcome to another exciting edition of Animation on HypefroActive. Wow, it's been quite a while with the holidays and all and the first month of January is gradually fading away. Ok, so last year i finished up with this Dance Anime shot http://youtu.be/sgnhTnzCnHE. It was quite an experience animating with the manual custom rig. And i promised to animate a fight scene when i resume blogging this year. Well that time has come, so lets just sit back relax and follow on how i do the Jackie Chan thing.
What exactly is the nature of the fight scene? Yeah, the fight is going to be martial art - like just like you see in the big studios that create fighting games like Mortal Kombat, Tekken and all those wonderful games displaying their fighting styles in 3D. As usual, i'm keeping to low poly and this time ofcourse because it's a fight scene, i'ld be having more than one character to animate. I'll be bringing the other guy from the last Animation i did. As a matter of fact, that's him in the above image half camoed up. All i did wad remodel him to look different. If it saved me time? Hmmm, i don't think so, because now i have to re-distribute the edge loops of the model to bring out this new one.
What about Rigging? After a careful thought i've resolved to use the CAT rig for so many reasons including it's ease of setup. And in about one click or so, i could transfer Animations from one character to another of similar rig or even on the same character on a different timeline. The CAT can be of great advantage when thinking or considering the commercial angles to animating characters as explained above. I could even recycle the fights if i like or add a little touch here and there to make a move different from it's original. Also, the CAT has a robust feature for hand poses called the "digit manager". This helps stores presets and what ever set of poses for the hands, ranging from the punch, point, grapple and virtually anything you can think about that you can create and want to store as a preset to be used in later time in any of your CAT animations. Very useful
feature if you ask me. And eerrr i've forgotten about the wrist twist for the arms, these are the bones in the lower arm called the "radius and ulna" in real life but is represented by the "wrist twist bones" which mimicks and enables twisting of the character model's hand without rupturing. So, the second image and third images explains what i'm talking about and i've had to ri- rig the model to include this feature, this time with the biped rig in CAT so that i can have the advantage of accessing the pelvis rotations. Maybe, i'll find the time to explain the parts of a rig probably in my next post. I think it would be better doing that that having you read up all the bla bla of my animation update.
In general, i think i've improved over time and become better at animating and all the experience gathered are what i hope to bring to the table to make it as top notch as possible. Originally, i was supposed to have three characters fighting on set in a winner take all at the same time. Boy, wouldn't that have been something? Sure, but that would also mean more work. Well, maybe that will happen later in the year. but for now, i'm sticking with two Characters, no Vfx stunt, just simple but good animations and i hope to be done with it as soon as possible. The scene is not going to be complex but i hope to improve a tiny bit on the polygon count which i've already started doing with the model. Ok, that's it for today. You can reach me on chimatic@gmail.com for any inquiry.
See you guys on the next edition and until then, keep Animating.
What exactly is the nature of the fight scene? Yeah, the fight is going to be martial art - like just like you see in the big studios that create fighting games like Mortal Kombat, Tekken and all those wonderful games displaying their fighting styles in 3D. As usual, i'm keeping to low poly and this time ofcourse because it's a fight scene, i'ld be having more than one character to animate. I'll be bringing the other guy from the last Animation i did. As a matter of fact, that's him in the above image half camoed up. All i did wad remodel him to look different. If it saved me time? Hmmm, i don't think so, because now i have to re-distribute the edge loops of the model to bring out this new one.
What about Rigging? After a careful thought i've resolved to use the CAT rig for so many reasons including it's ease of setup. And in about one click or so, i could transfer Animations from one character to another of similar rig or even on the same character on a different timeline. The CAT can be of great advantage when thinking or considering the commercial angles to animating characters as explained above. I could even recycle the fights if i like or add a little touch here and there to make a move different from it's original. Also, the CAT has a robust feature for hand poses called the "digit manager". This helps stores presets and what ever set of poses for the hands, ranging from the punch, point, grapple and virtually anything you can think about that you can create and want to store as a preset to be used in later time in any of your CAT animations. Very useful
In general, i think i've improved over time and become better at animating and all the experience gathered are what i hope to bring to the table to make it as top notch as possible. Originally, i was supposed to have three characters fighting on set in a winner take all at the same time. Boy, wouldn't that have been something? Sure, but that would also mean more work. Well, maybe that will happen later in the year. but for now, i'm sticking with two Characters, no Vfx stunt, just simple but good animations and i hope to be done with it as soon as possible. The scene is not going to be complex but i hope to improve a tiny bit on the polygon count which i've already started doing with the model. Ok, that's it for today. You can reach me on chimatic@gmail.com for any inquiry.
See you guys on the next edition and until then, keep Animating.



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