During crit week i gave a quick reminder of the stage i was at during pitch week and showed my progress since then. Overall i feel the presentation went well however i do need to work on being more confident when speaking and perhaps also more clear as to what im talking about.
I recieved a lot of useful feedback during the session both on my persentation and my project, the first bit of feedback i recieved was that during future presentations i should focus more of what i discovered from doing certain media tests than the media tests themselves. I was also advised to use some of what i had learned in my rotoscoping test to observe and try to pick apart films which i plan on doing in the near future in the form of case studies and it was also mentioned that i should focus more on the combination of motion capture and keyframed animation than them both seperately and to that end firstly identify the pro's and con's of each.
The most important piece of feedback i recieved however i feel was to turn my research question on its head and rather than looking at how motion capture can benefit key framed animation to look at how key framed animation can benefit motion capture.
Saturday, 17 November 2012
Motion capture using kinect
During pitch week one of the peices of feedback i recieved was to download some motion capture data and attempt to do some clean up animation on it. However instead of downloading the data i decided to try and capture some myself using a Xbox Kinect system, motionbuilder and software from www.brekel.com . Rather than explain step by step i will instead link i followed to achieve this http://www.reubenfleming.co.uk/tuts.html .
This is an example of the captured data imported into maya, i have not attempted to edit it yet however i will be attempting it in the next few weeks. The most interesting part of doing this however was being able to have a character mesh attached to the skeleton while capturing which was entertaining and gave me some ideas that may be used in a future project.
This is an example of the captured data imported into maya, i have not attempted to edit it yet however i will be attempting it in the next few weeks. The most interesting part of doing this however was being able to have a character mesh attached to the skeleton while capturing which was entertaining and gave me some ideas that may be used in a future project.
Thursday, 15 November 2012
Character animation
Concidering my project is not only on motion capture and imitaion i created a short piece of performance animation while attempting to keep a couple of things in mind. These were attempting to have 2 characters interact in a scene, animating a exaggerated and a subtle character, attempting to lead the eye of the viewer and basically most of the 7 essential acting concepts outlined at the beginning of "Acting for Animators" by Ed Hooks.
This is the piece i ended up with, allthough there is no sound to go with the animation my thoughts at the time was the first character asking " Well? What do you think?" and the second character repling with "it's ok". The scene itself was originally going to be losely based on my own personal experience of the university interview however as the scene developed so did the concept so it has ended up being one freind asking another for their opinion on their written work.
From this creating this short animation i have personally discovered a couple more useful things in relation to animation, one rather obvious one is that attempting a short straight ahead animation without storyboarding beforehand takes much longer than it initally should and also that when animating two characters interacting a scene attempting to animate them both seperately then animating the interactions does work but not as well as it could.
From this creating this short animation i have personally discovered a couple more useful things in relation to animation, one rather obvious one is that attempting a short straight ahead animation without storyboarding beforehand takes much longer than it initally should and also that when animating two characters interacting a scene attempting to animate them both seperately then animating the interactions does work but not as well as it could.
Wednesday, 7 November 2012
Rotoscope animation
Continuing on from my mimics before i have been looking into rotoscope animating in 3d. My reasoning behind this was very similar to my reason for the still image mimics, to try and imitate the feel and performance of a live actor in a 3d character. Also when researching into gollum as mentioned previously, I discovered that in some cases this was a technique they used to imitate Andy Serkis's performance. Allthough its a rather old technique which has been used in many 2d animations and also used by walt disney to study movement instead of direct imitation and tracing it was interesting to see it being transfered into a 3d character.
At any rate below is my attempt at rotoscope animation in 3d using a scene from the film "Taxi Driver".
At any rate below is my attempt at rotoscope animation in 3d using a scene from the film "Taxi Driver".
Allthough its not a perfect representation it is fairly close and i do believe i could have gotten it a lot more accurate if i had given it another few passes. What i have discovered from this test is firstly and rather predicibly that it is possible to re-create live action scenes in 3d while still keeping the same impact and emotion that is in a scene and secondly that the technique is also useful for studying the more subtle movements in a human or any creature in 3d also.
While animating this peice one thing that i did notice was that as an animator i wanted to exaggerate the movements of the character beyond the limits of the actor and had to stop myself from adding extra animation where there was none. Also that the live actor rarely blinks which is something that i feel in animation adds life to a character.
Subscribe to:
Posts (Atom)