Advanced Animation #7 Jumping Animation

Advanced Animation (Introduction)

Date : October/29th/2023
Name : Mabuchi Arata
Lecture : Advanced Animation
Lecture's Name : Martin Chong Yuh Lin
ID : 03515789

1, Introduction

After creation of walking animation, we've started the project about making jumping motion from given static 3D model as previous project. We have to make from start to an end of jumping motion which from standing still to squat (crouching pose), then stretch legs quickly to jump, then land on ground and back to the normal pose (standing pose). I started this project from analyse jumping keyframe (the pose that takes important part of each jumping motion) from video on YouTube, then I started to make a pose of each keyframes in blender. I then animate the model by placing each keyframe pose in right time (frame) and adjust it to animate.

2, Research and Analyse

In my opinion, the reason why I took so long time to create walking animation is because I didn't spend any time to anakyse walking cycle, as the resukt I've spend too much time to complete walking motion, therefore I started this project from jumping analysis from standing to after landing. I researched on Youtube and I found his interesting jumping animation shown below.
The video shown above was the reference I used for this jumping motion. I start to analyse this video to find out key frame for my jumping animation project, then I found important notes for jumping key frames and note the frame where each key pose was took.
I then start to create jumping pose for each keyframes after I analyse jumping keyframes, I started to make each jumping keyframes poses continupusly which means I place each important jumping poses continuously from 1 to then, unlike placing them each keyframes like original references, after that, I started to create animation afterwards.
Sadly I lost some of the data during this creation, therefore my final work was bit different to the GIF images shown above, however the general outlook of my jumping motion still same. I start to replace each keyframe in correct timing (but I adjust some of them later because of improvement of motion and ease editing of motion), but the motion itself was wired and unrealistic.
To make the motion of jumping much better, I moved to edit the gradient and timing of motion by using graph editor, during this editting, I moved some of the keyframe timing to make the motion quicker or slower and I also added the rotation of each body parts. The main point I mostky ficused in my editting of location and rotation of elbow. In the original motion before editting, the motion of elbow, wrist and arm were awful, they rotate in unrealistic and weird way, therefore I focused the rotation and position to make them look much more realistic so I change their rotation and position carefully.

3, Summary and Final Products

The final motion finally has better movement for each parts include where I struggle to create to look more natural to see, however, my final work of jumping motion still look robotic although its much better to see if it's compared with my walking motion, therefore I now have to compare to reference mortion to create better motion work. Nect time, I want to insert repeat modification so it can repeats its fortion to jumping forward, I did not include this because I couldn't find out modification from editor section in my blender (and I had notime to ask, I rather want to complete its simple motion that only jump once.).

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