Advanced Animation #8 Final Project

Advanced Animation (Introduction)

Date : November/25th/2023
Name : Mabuchi Arata
Lecture : Advanced Animation
Lecture's Name : Martin Chong Yuh Lin
ID : 03515789

1, Introduction

In the final part of this module, about making animations of 3D objects in blender, we finally met the big project to create about one (5~10 second long) physical action scene found on YouTube. After analysing the motion from YouTube, I moved to the process to create an animation with camera motion. I used the techniques and efforts I've done through those 4 month in advanced animation.

2, Productilon

Firstly, I started to choose fighting motion found on YouTube and analyse movement and key frame to create a 3D object motion that captures only key frame, which is important frame that captures the pose that is going to be a key motion for the animation. To do this I started to get every frames of the motion captured video I found on YouTube which is all about the motion that I am going to use for final project to create that animation into given 3D model snow, then I found key frame which is as I've already explained so far, the frames that captures main motions of movement.


2,1 Original references "Fighting Combo" from Motion Actor inc.


2,2 All frames and keyframes I picked

Once I understood all key frames for the motion, I moved to the process to make real animation, the process itself is just placing every key pose I made onto right timing as originak motion video. Making of key frame pose was actually bit different to the process I've done before. I use the rotation of arms of the 3D character by activating programme called "cloud rig" which was provided in the inside of the 3D character blender modeli file, by activating this programme, I can rotate my arms much freely and much naturally like normal people do in our real life. This process makes the animation of the arm much better than before.


2,3 Key frame Animation

I was bit worried about the motion itself after adjuting timing of the motion because my previous works always went to making a weird motion after making key motion animation and placing it into right position and timing, but in this project, the animation gets smoothly as I expected to move in final output, this made me satisfied and easily moved to the process of adjustment.


2,4 Key frame Animation in correct timing


2,5 Key frames in graph editor before adjusting and deleting unnecessary keyframes

Adjustment process is moving or deleting path to male the timeline much simplify and adjust movement by using graph editor. Similar to the past work I've done, I used Graoh editor which can adjust rotation and placement of every part of object in small details. Before I start adjustment of movement, I placed many keyframes to make detailed motion, but it gets chaotic and I have to combine the keyframes which exists near to the main keyframe I want to express or delete unnecessary keyframes which makes no sence, then I used graph editor to reorganized the movement of object to fix some part of motion that has become awkward after deleting unwanted keyframes. This took times to fix the motion because the motion I made more complex than past works, however I wanted to make the animation as closer to the original as possible, therefore I have to fix as much as possible from observe the motion to add more movement by graph editor. By the way, the main point I mainly forcused in this project was finding pivots of the motion, when I checked the original motion, there is always the point where doesn't move and stay still to be a base of movement. I always tried to fix some part of body to be a pivot of motion, however the body part that I tried to make a pivot point was movig, so I tried to adjust the movement as much as possible even I make a keyframe of the motion, then I recreate the curve of the movement by using grapheditor curve.


2,6 Motion line gradient attachment comparison

3, Conclusion

The work itself has been completed as how I expected and the motion itself is much smoother than I think and I am so satisfied the movement looks like original video. I used the experience and ideas I used and new techniques efficientky so the work can be one that uses all effort I've used so far in this module, owever the foot that I aimed to be used as pivot doesn't stay still yet and it moves slightly when it should be stay still, additionally, I haven't even completed the work to apply rigging onto original character modell. I tried to apply rigging into original works, however it didn't go well at all, therefore I want to create original character modell once again or original 3D modell again and apply rig to create original animation. I want to end this e-portfolio by show showing my two final work that one is taking from side view and another one is the animation that I moved the camera much more dramatically.

3,1 Final output with side camera view.


3,2 Final output with dynamic camera view.

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