Who introduced me the pleasures of Maya. :)


Hey you :)

Today we will talk about something related to arcs: Path of Action!


Previously in class 01 you could see how arcs makes the difference for your animation. So far we used a body composed by one big ball.


"What's the difference between the ball and a body with spine?"


Besides the fact that you have more to animate, nothing. You have to worry about the arcs in the same way... But now will have more! And the chance to turn it a mess is high. So you must understand clearly who is leading the movement. And finish it before care about with the rest. Remember the walk assignment; first the hips and than the legs. When you finish everything, fix the knees. When the animation is okay and you start to work in your arcs, you will see an imaginary path! In The Illusion of Life, Frank Thomas and Ollie Johnston wrote: 



"Straight inbetweens completely kill the essence of an action."

So watch out, because Maya or other software will try to make everything straight! My actual mentor share with us a good and simple example about arcs here:



Believe me. Arcs can make a huge difference, even if your timing or your overlap is still stiff, just with a good arcs and a path of action, you have something better. 

Hey!
I'll try to post some quick sketches in this new session that is about my life and routine!

Nothing moves without force.
Sounds even poetic... And abstract.

"So.. How you will explain?"

Well... How it works! If you analyze the motion no matter what, there is always an applied force. Can be the Earth's gravity or even an object or person. This leads to two types of force that can be applied: External Force and Internal Force.

External Force is about everything that comes out of the body you are analyzing. It can be a wind, or a person pushing you, or even a guy giving a punch in your face.

Since the head received the punch, it will lead the movement. After it, will be the neck, the upper body and so forth.

Internal Force is about a purpose with their own decisions. In this case, the action usually begins at the hip. But the point is, if you want to bring live into a character, that's how you will succeed. Because is the Internal Force who show the character is living, breathing or thinking!

This emphasizes to encourage us to always have on hand many references as possible and carefully analyze each action of motion.

Here my final assignment studying the torso and using an external force:




And here my last plan to the Class 2:


See ya! Arrrr!
Hi!
On this week we had one more class about stages of a shot. And since we've had a post about it, I'll talk about torso!

As you know, we start to animate a body without arms, forcing us to give emphasis to the spine, the newness so far... And how work with this?

Well, depends of your action. And you will see: the torso is more important than you think.


Here is more or less what you have. As we talked before, the hips can drag and help you in the balance. Since in 3d is different than 2d, here we need to move the controllers to shift and bend your character. 

"I always knew that..."

Okay, but the point I'm getting at is that: being 3d animation, it will ask for something more realistic, since it's easier to the audience find something wrong with their eyes (except in Hotel Transylvania who brought a new experience on the format).

"And how I will make it more natural?"

Overlap. Did you remember the tail exercise? Is more or less the same. You cannot do it always, because the body will be too soft everytime, but you should stay tuned to know who is the primary force in your animation in each part. Is your head? Your hips? 

Moreover, as in a walk, take care to rotate more than one axis. 
Take a look on the baseball player. The arms are the Primary Force, so he will start with the shoulders and spine_c.



If you don't do that, will be unnatural. Even if you go to a cartoony way, remember to move everything! We always drag and push your entire body to make actions. 


Hope you enjoy :)

See ya!


Hey guys, here we are with a new adventure.

From this week we will begin to use a new rig, with a torso! And this new element to be animated induce you to discover new elements to care about... The case on this week - and your entire career as an animator - are Weight and Balance! 

Whenever something moves, a force was applied to this corps. And what better way to view difficult to the body moves  it? Weight. It will help you to sell your intention.

For example, think about a body with a lot of mass, like an elephant. It will need much more time to gain momentum because more mass demands more energy. To stop this mass, you need to think the same: If you have more mass, you will need more time to stop it... And we realize that in the animation should apply the same concept.

"And what I need to know about the balance?"

You need to know balance and weight go hand in hand. The faster the body moves, it will have less balance! You always should apply the concept about the center of mass and put balance.

"Hmm... But what I need to do when I have more than one mass? If my character, for instance, are carrying something?"




Good question! This drawing by Fred Moore helps to understand it. You need to think your character and the the object - or another character - is one body, which means one center of gravity. If he's carrying a box, or other person, doesn't matter. And to show weight, you need to use more curves. If it's heavy, show it! Bend the torso, rotate your head, etc.

"Okay. And if I want my character is intentionally unbalanced?"

You must be careful, because it is difficult to achieve. You should deliberately miss the center of gravity and be more natural as possible.

See you :).

Lucas Degani. Powered by Blogger.