Reference Discussion and Camera Animation

Creature Animation Workflow Creature Animation Workflow
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Transcript

Okay, that's, that's really creative photograph there. Okay, let's move on to the next image here. These references help us so much in creating the right pose for shot. It's an integral part of the process. So whatever image you see in you can, you know get an idea basic idea of what kind of pose you're trying to do. So these images and videos help a lot.

You can also find these, you know, caricature drawings here, exaggerated, but also helping animating our movements. Alright, let's go ahead and try to get these details in our character here in Maya. So we need that kind of art pose for a character to kind of twist his body to give that force he wants to attack his enemy. Okay, that doesn't seem right looks like the speed difference is not matching with the second pose here. So I'm going to select all this and try to go to the side view here and I have to pull this a bit in the crime as to match the last pose be different. It's one of those things you need to take care every time you create a Run Cycle.

Always use reference I am not using because I don't have a run reference recorded of myself and I don't want to use others recorded stuff in my video class. Anyways, I have it in mind so I will carry on like, like for that grid this video but normally while it work I use reference like a lot. So, but but if you're a shy person who will know like showing off or recording, you know, great acting pieces in front of others not to worry, act it out at home recorded in your phone and just use that in the office. Sometimes I record myself doing an acting piece at home if it's really emotional or requires all that details and financing, you know, I don't like to do that in front of others like really kind of gets weird and awkward. Anyways, that's not the point. The point is to use reference from wherever you can.

Okay? All right. Let's pull this hand down bit here. So just to match the last poses, in between kind of work like an in between for the for, you know, the last pose the next pose, move his head up a little bit just to kind of add a lay for the middle pose right there. Okay. Looking from the front view will also give you a nice understanding of the you know how the straight are crooked the body is and you can go inside and fix all this things here moving the body to the straight line right there.

Yep, that is looking fine. Only if your character is going sideways. You need to know Make sure that he's doing that properly. Otherwise, if it's a straight round and you have to look look at from all the angles to make it right. Right now all that all those intersections don't matter. Those are like final details that you need to take care of.

Right now, the most important part is the body mechanics. The weight and the timing, most important part. So we'll only work on that. All right, that looks cool. Go ahead and check it out from the cam perspective here. Cool.

Go ahead and play this video a couple of times. Alright, timing seems to be a little bit slow. But we're gonna you know, we're getting there. Don't worry, we'll get there. Right now it's just, we have to see what CDs are with the timings and then let's take a playblast with the main character here. playbooks obviously takes time.

So I'm going to pause the video and be back when the plate loss is done. All right. We have the playlist down. Let's go ahead and check it out how it looks. All right. There you go.

We have the first jump. First, you know, the short and spear swing. It's gonna be really cool. Pretty excited about this. All right, we need to make some changes here. Like Really nice changes in the legs and the, the running part.

Also the timing of it. You know, you can also keep it playing for a couple of times to understand how speed and everything looks. Okay? So we need a break down right in there. So we're going to go ahead in the command control here and put a key right in between, put it back to step mode. Look at that we have a key default key made by Maya.

We're gonna go ahead and modify on that. All right, that kind of looks fine. Move the leg a little bit down kind of needed nice, you know, like a sliding of the leg. body should be having this nice delay before landing. It is obviously a breakdown. So he needs to have that delay.

Make sure you don't have values in your arm in the x and the z direction, the mean rotation because that only moves the forearm only moves in the y direction no matter what you do. Okay, this breakdown here is basically trying to get him touch the ground. It's a natural thing for any buy pad or any creature for that matter that before, before an impact. We have to get ourselves ready and we by pitch can do that by extending one of our limbs out to touch the impact structure before we actually do. That way we can bounce off a little bit of force from the impact in background, making it making the whole impact thing easy to handle. I hope that makes sense.

Okay. Looking forward here, in the frontal keys where it makes a jump, we need to start working on the next pose here tell you that I'm working in a different computer now. My home machine, my PC, you must have noticed a background color change and a little bit of preference change in the timeline. Yeah, that's all like the false stuff in my home computer system. Nothing fancy, just just different computers. Anyways, let's go ahead and create a new camera here.

Placing a camera is normally a director's choice every time since you're on doing everything so I'll go ahead and create a camera. Third camera can go ahead and name whatever you want and We'll go ahead and position it accordingly. Right now it's just it'll be like a pan camera.

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