My final Maya animation has come out quite dark…it looked fine when I checked the render in Maya but now it is rather dark. I do like it and I think it adds to the concept of it so it is all good.
In the actual interface of Maya, the lighting looked really dark so I had to work with just the hyper shades in view, this meant i was constantly checking the render preview. I think the darkness was from my choice of lights, I had area lights accompanying spot lights. The area lights were really bright when rendered so I had to lower them down to like 0.15, I think this was because it they aren’t designed for what I used them for.
This is just a quick post about the stuff that I have been looking at to help me come up with a good idea fo my walk animation. After I decided that I want i to be almost like an episode from a random sho series of animations about Acid Robot’s exploitations within the spaceship, I thought of which animation series I like to watch. So here they are:
This is a funny little animation by Brian Frisk, that follows the random adventures of a rabbit and a cat who fall down the candy hole. Brian Frisk has a website that sows his work, so it is pretty useful, The Frown.
This is the first episode:
<iframe title=”YouTube video player” width=”425″ height=”349″ src=”http://www.youtube.com/embed/0zospPpUO6Y” frameborder=”0″ allowfullscreen>
This is a good reference because each episode is so random, I like that, I only have 20 seconds at max to show a narrative for my animation so if I make something fairly random it will all work out. Also, this animation has a very simple initial idea, that a cat chases a rabbit down a candy hole, for this style of animation this is totally acceptable, as is more about the comedy side. This means I don’t have to worry too much about making a massive back story. Frisk also makes an animation called We Are Robots which is a really good source of how to animate a comedy robot.
HAPPY TREE FRIENDS
I have been watching these for a while now and yet I don’t actually know anything about the guys that make them. A similar style of comedy to the candy hole, sort of funny violence. What I like about this series most is constant references to children’s tv shows, like the theme tune and opening sequence. It also abuses the idea that to me originates from shows like Tom and Jerry, it is the idea that no matter what happens to the characters in one episode the will be back to normal by the next episode. In Tom and Jerry you see some boxes fall on them at most nd they will have a few birds flying round their heads in the universal confusion sign of course; in happy tree friends the characters go through some serious issues, they get dismembered, beaten up and sometimes even die, but they will be live and kicking for the next episode.
This speaks for itself, I love Three Legged Legs work and this is a good example of the kind of animation I was watching before I started this brief. Hopefully my animation will incorporate some of he aspects that this does but hey I shall approach this brief with an open mind and hope for the best. The idea of animating does scare me a little =)
This is amazing, I cannot figure out how they did this exactly, but I know it involves a hell of a lot of projection. Not sure how relevant it is to my animation brief but it is a good example of how to intergrate two styles together.
Really stylised animation about a man who performs a hit and run in the forest to severe repercussions. I like the use of shots within this piece, especially the shaky camera affect that adds to th adrenaline of the speed that the car is travelling at.Als, the way they show the anticipation of the coffee being spilt on the car seat is really nice. The camera is quite choppy and utilises the motion of the car to give feeling to the animation. I need to think how the camera will affect the mood of my Maya animation.
Just a quick post about this stop-motion cutout animation. It is really nice, very well crafted. There is a ton of stuff on how it was made here if anyone is interested.
I found this in my reader a while ago and only just got round to actually writing about it. It is an animated music video for the song Sometimes The Stars by The Audrey’s. The animation was produced by Luke Jurevicius and directed by Ari Gibson & Jason Pamment.
The story is about a girls journey through a surreal landscape and her want and need to make a connection with this environment. It is really beautiful. I like it a lot.
I think I found this so useful because I found a tone of stuff on it, like the making of videos, interviews and images of character development. It really made me think a lot more about why characters are so important within animation, because you are basically telling a story through visuals. This is what spurred me on to make all my animation narrative based, with a good reference system for them all.
Sourced on motionographer – Sometimes the stars.
The interview goes through how the initial brief came about to the two main guys involved and how they took to approach it – good for anyone interested in pursuing animation.
This is a neat little game that was developed by a student in a week as part of the Game Prototype Challenge. It is useful to me as it was made using Flash.
It is really insirational seen as this guy made an entire gam in a week and all I have to do is a 20 second animation.
This is a follow on post from an earlier post about Goggle Chanel Japan’s 3D animation about street view privacy. The reason behind the previous post was that it showed a really simple way of creating a set an animating it, but I have actually found an even simpler stop-motion animation that still functions as an animation. It is called Ah, by Studio shelter.
As you can see the only thing used is Lego bricks, but as an animation it still holds fundamental principles. For instance the timing of the actions is perfect really, it has a comedy to the animation that links with the fact that people are being represented by tiny pieces of plastic. Also, there is some exaggeration shown through the sound of the piece. For my animations I have chosen to not add sound to them so this isn’t that helpful but hey. I love the Star Wars ref aswell, its funny because the animation gets serious with all the police etc but then the Deluxe AT-AT just cruises in! The loss of colour is really cool aswell, it makes you see the whole thing differently, like he colour is what led your focus and when its gone you are trying to look at everything at once.
I just found this really cool animation for a pest control company in the USA. It features massive flying creatures destroying homes whilst narrator explains why homeowners should treat their termite infestation.
I don’t really have much to say about this other than it is really well made. I like the idea that the creatures are designed so big that they cause a lot of damage in comparison to the size of actual termites who cause as much damage. It really makes you think.
Production info found here.
This is a really nicely done animation, so I thought I would blog about it. Sadly, I can’t find anything about the software used or the process, so if anyone knows I would be grateful of the information.
The reason this is such a great animation is because of the cute little character that we get introduced to through rather unfortunate event. I think this makes the viewer immediately feel sorry for the little guy. This sympathy is rewarded when we see his toothy grin fr the first time, the way this character is constructed just makes you fall in love with him (I say him but I don’t actually know what it is).
I like the effect where the snow the eat seems to run like paint into their body. It is visually very beautiful and well done and it also adds a warmth to the animation as you sit and reminisce about when you were a kid an you used to catch snowflakes on your tongue – those were the days.
A bit that I really like is a minor detail in the overall animation. It is around 7 minutes in when the two characters walk off into a snow storm. The snow is shown in some places to hit the ground and swirl round in a circle, almost as if it is a mini whirlwind. Even though this isn’t even that noticeable, I think it is a really nice touch to the animation, and it makes the snow seem believable, instead of it all following the same path. Also, when the snow hits the frozen over lake is really nice.
The character for my polygon is a little girl who is surrounded by a dark and gloomy environment as she winds up a jack in the box of polygons. I took a lot of inspiration from games and films which portrayed children as evil characters, here are the best examples.
For me the start of scary kids beings with Children of the Corn. I have only seen this film once and I don’t intend to watch it again. The original was released in 1984 and has that old style of horror to it, similar to the style in Rosemary’s Baby and Carrie. I guess the style is based on shock factor, the idea that unthinkable things are happening. Which in the Corn is seen through the idea that a society of children is making adult decisions. The fear is created through the idea that children should only do typical children stuff.
The Orphanage is a pretty freaky film, but te main scary part of this I the visual side of it. As you can see from the image, the children in the film are portrayed wearing really scary masks (I HATE that mask), but the idea of it being a child instills mo fear in the viewer than if it was just an adult – The Stranger’s wasn’t scary at all.
Other films that utilise children as being freaky as hell: Grudge and Ring – I won’t ramble about these two, there are better examples of them in games.
The Fear games and Silent Hill ones are some of these good examples, as well as Bioshock. They all portray little girls as being evil characters.
We had a presentation on how important character development is to an animation, so I decided to do a little bit of prep for my walk animation. I have developed a story for why my robot follows the narrative of my storyboard. I have gone into more detail in my sketchbook but basically he is a little lonely robot that has an odd obsession with acid. This obsession often has bad repercussions as you can probably imagine. So this is where we get the name of acid robot from.
I didn’t want to go into too much detail on this as the brief isn’t really about this side of it, but I thought a little bit of back story couldn’t hurt.
I also looked at why he was designed as he is aesthetically. The main reason for his human appearance is because I based a lot of my research on real life android’s that I found on Communist Robot. This influenced my idea because it made me think that we are already trying to make robots that can do everyday household tasks for us, so we will probably have them in the future, and we will most likely be in space. Anyways, this was my main basis, but I also looked at how easy it would be to animate using the bone tool in Flash. The use of big solid sections for the legs and arms was key to the design; it allowed the robot to have character but also made it easy to animate, as it didn’t go crazy much (like inverting half a leg etc). A few bits did go wrong on my final outcome but I feel that none were major, the most obvious is that his foot changes colour near the end of the walk cycle. Overall it was sucessful for te walk cycle.
Today is a good day. Finally finished my maya animation and managed to get it all rendered out =) (in one go I might add, know some people have been having problems). I am actually really pleased with my outcome, I think the animation is a little stiff in parts especially her arm movements, but for a first try I think I did alright.
The overall outcome shows an accurate representation of my original storyboard. Obviously like I sad above the animating part went a tad awol, but this was probably because the fiddly side of it isn’t my cup of tea. Plus, I think I generally work better with stationary objects, after all I loved the modelling side of this project.
Originally the doll’s movement was going to be portrayed as very sooth and easy, but whilst animating it I discovered that it looked better if her movements matched her solid appearance. So, instead of being able to hop around easily, I made her movements seem slow and weighed down by adding in an impact bounce after each jump. The shuffle movement also looks like hard work for the doll.
Oh the camera – I love how easy the camera is to control in Maya! I think it took me like 3 minutes to get it right (thanks to pre-planning on the storyboard).
I decided that the best way to approach my walk animation, was to create the characters in AI then import them as layers into Flash, this worked brilliantly and for me was the easiest way to do it. I needed a character to use the bone tool on, so this was the best option. If I had chosen to do frame by frame animation I would have worked solely in Flash.
As I did a scan through my blog I realised that I haven’t posted anything about my background design for the walking animation. I used the basic idea that the environment for my character was in a spaceship, this stemmed from my original sketchbook work on his back story. The idea is that he is left aboard a ship, alone and bored so he somehow malfunctions and gets obsessed with acid. It’s simple enough =) hey its only for a 15 seconds animation, no need to obsess over the finer details.I looked at a few old school games like alien trilogy, monkey hero and tomb raider for inspiration, as I wanted the theme to be fun but still with a dark decor. Alien trilogy was awesome research, plus it was a bloody good excuse to get my old PS out and glory in the pixels.
This is what I came up with, I didn’t revel in the details of it, instead I went for a quick solution for it, after all the animation is what matters not the background (I hate prioritising). For what this needed to be I think it does a good enough job.
This is the first part of my Maya animation, I thought I would just do a quick playblast to make sure it looks ok so far. I am happy with the outcome, I realise now that my previous attempt was wrong. I had made the jump last 4 seconds in total, this was way too long, but I as simply following my animatic – seriously need to get better at those, none of them have been remotely on time! Anywhose, I re-did this part and it has allowed me to continue my animation following similar speed for the other jumps/hops of the doll. I am so glad I finally started the actual animation side of this project as I had been sat for an hour staring at the doll in Maya and my storyboard trying to figure out where to start with it. Once I had started the whole process was so speedy, I have don half of it in half a day so, just the last 4 shots of my storyboard left to do, then the lights and the camera.
I have been working on my animation today and have got up to shot 8 on my storyboard, which is te part where the doll skids to a halt as she realises that she is confronted by clones of herself. Before I carry on with the animation, I thought the next best step would be to place the two spotlights. They both look very nice, but I cannot seem to figure out how to animate them to turn on. Plus, they have posed another problem – they only illuminate the top of the character, so I need to add a hell of a lot of other lights to illuminate the set and the doll.
Als in this shot you can see the blue infinity of Maya, so I will probably need to place a plane there in a random colour to block that out, this will make it seen like she jumps up into a box.
When I zoom out from my character in Maya her skull shows through the hair giving it a really weird effect.
Hopefully this wont effect my actual animation much. It looks really spooky though! I don’t know why on earth it is doing this either but hey I’ll hope for the best.
P.s. it could be a nice effect on the clones, as it gives that artificially made look to the doll. Almost as if she isn’t real.
Also just saw this -> The UV map has a slight problem in it, the two sides of the bottom of the dress don’t match up. FAIL! At least it isn’t a massive mistake.
My set is pretty simple, all it is a cube extruded inwards like this –
In terms of movement this posed a problem, as I need to be able to move the camera freely around the set. So I have altered my set into this –
I figured that I didn’t need to have a roof on it because you will never see it, so the only things that I really need are the back wall and the floor. Seen as you don’t actually see the outside of the shelf I don’t need the shape I did before.
For the character I used a colour scheme that would highlight the dark theme of the animation. I wanted the colours to tie in with the dark background of the piece so I chose dark red and orange for the box – this makes this stand out from the girl as the main focus. The use of yellow in the hair makes the whole scene seem more realistic because it is the reflection of the lamp above her head.
For the other parts of the animation, the polygons in the box, I chose I much brighter colour scheme, using bright blue, lilac and plum. This was to exaggerate the idea of the box containing happy objects instead of a scary jack in the box. I changed this idea from my original idea so that I could incorporate more polygons as most people had said in my crit that the box alone wasn’t enough.
Found this photocopy really useful for my walk cycle development, I can remember which book I found this in but hey. The book shows the basic walk cycle and describes how it could be altered and applied to other characteristics in characters.
I am officially a speed demon today =). Literally came in to college at 9.30 this morn and I have done all of my flash animation for the walk cycle brief and its not even 4oclock yet =)
I have had an ok day working in flash. if I’m honest I am glad it is over and done with! Had a few problems trying to figure out the problem that a lot of people seem to be having with the export leaving artifacts. I used some of the other ideas that people had come up with but none of them worked for mine, so I did a little test and it worked yay =) I used the choice of export movie >then choose image selection.
This allowed me to take the image sequence into after effects then export it in there, it works perfectly now. YAY! I thought it was going to be really pixelated as it was on screen but that was just because I had the render settings at half for the real time view.
So I have been working on me walk animation in flash and I literally just finish it and then the whole thing decides to crash on me….luckily I managed to write myself a note telling me to save frequently (I am often the victim of crash reports, like last week in Maya, I had just finished the UV map then bam, Maya:I think I’m going to crash right about now, Me:NOOOOOOOOOOOOOOOOOOOO!(Heh heh, sorry I have been staring at the same thing all day..). So, I have the last scene to redo now…oh joy!
I am finally finished =) yay! Good times. It lasts a total of 17 seconds and somewhat follows my animatic/storyboard. I am pleased with the outcome, and amazed that I actually want to continue working with Flash, but only with a wacom tablet =) Yeah, the hand drawn style of animation was really fun to do. It was the best part of this project so far. Hopefully I can explore this in mywalking animation? Possibly with the end section when the cog fall into the acid.
Finally finished my UV map for my character in Maya. It kinda blew my mind at first but after making it I think it is a lot more clearer now, hopefully my map will work when I try it out tomorrow, but hey who knows. – If the outcome is drastic it may still look cool…hopefully…maybe not actually. Anyways, as a first attempt at UV mapping I think it has gone sucessful. I enjoyed the process as well, I love PS and have missed it thouroughly.
I know its abit messy but Matt assures me it doesn’t effect the map.
Finally put my map into Maya and it works. I am still thoroughly confused about how each part knew which part of the map to take for the hypershade, its confusing. Now all I have to do is animate my character.
I have just done a quick test to try and figure out what is the best way to animate my springs for my jack in the box. The video shows a motion tween, classic tween (FAIL) and a shape tween (from left to right). Think I will mix frame by frame with a motion tween.
Just found this lovely animation on motionographer, it shows a good example of 3d animation. The team behind this were studying at an animation school in France at the time. I especially admire the colours used within the animation because I think it gives the feeling of a 2 dimensional image. It strange, its like its an illustration in 3d form. Amazingly done, the model of the bull below is awesome.
Its the textures more than anything, I have never seen anything like this before. Its cool I found an interview with the guys who made it and they tryed various tests in photoshop to get the UV maps forthe characters but decided that the outcomeswhere too similar to what they had seen done before so they printed the UV maps out and drew over the tops of them in a traditional manner, which gave them the result you see.
The interview also gave an insight into a useful little tip – they used simple movements to put focus on the shot composition instead of the characters, so for y Maya aimation, I should use exaggerated animation to put focus on the character and narrative drive.
Also, a last point – The guys stated that the paid attention to the “flow” of pencil lines to give the character volume, because obviously they were working with 2D images and transforming them int 3D objects, but they also wanted to have the ‘vibrate’ effect which is seen within tradional 2D drawn animation. Maybe I should think about howmy UV map will effect the model? It seems like the artistic style of the UV map reflects withi the animation, so if I designed it in photoshop with crazy amounts of layers and texturing it may look. have a different effect as apposed to a perfectly shiny, straight edge design o the doll. Something to consider anyways.
Full article here.
I have been pointed towards this animation by a friend of mine, who described it as “kinda like a rotoscope but cooler!”. From this statement I had to check it out and here I am blogging about it. Produced as a student project by Reza Dolatabadi, the animation is made up of 6000 paintings specially made for the 5 minutes of footage. I know it is a completely different style of animation to the ones I am learning currently but in terms of the basics it still follows a few key principles. What I especially admire about it is the amount of thought and planning that has gone into the final outcome, because each frame is essentially a new painting, so I suppose it is frame by frame animation. Also, I find the timing on it amazing, I have found it really difficult to figure out timings for my animations but this example shows them perfectly, like how many paintings went into that first section when the camera travels over the land? It’s incredible fore-thought into an awesome animation!
This is just a really simple animation I did during our flash induction, to get used to the tweens.
Been working on my Jack in the box flash animation today, it is going well. I am up to 17seconds and have discarded my animatic because it wasn’t helping with my timing. All I need to do on it now is the actual objects that spring out of the box, I think I am going to do this frame by frame because it worked well for the winding up section. I tried to put in a bounce when the lid of the box opens and I think it looks OK, I’m still coming to terms with the whole flash aspect of animation and I’m half and half with whether I like it or not.
This is my current progress with the box opening sequence.
Worldbuilder is a short VFX film made by Branit FX. It tells the story of a man who creates the perfect world for the woman he loves. The film is really beautiful and the story is lovely. In terms of how it has effected me, I suppose it gave me just enough inspiration to start my Maya animation. I have had some worries lately about it but this just threw them all out the window. Within the film how the male character uses the programme of World Builder is so similar to a programme like Maya, in a way when we are working with Maya the mouse is like this man inside the programme. He uses different gestures to alter different things just like how the alt key and mouse buttons do different things. Anyways, it’s a lovely film, even though it isn’t directly linked to what we are dong in Maya.
The facebook page has some awesome on-set photographs: Facebook page – World Builder
This is the second pendulum exercise that we had to do a few weeks ago, I have just completed it though as I missed the tutorial on it. I think it has worked quite well, but i’m unsure whether I would be able to replicate it again. I probably should look at my storyboard to see if I will be using overlapping animation.
I completely forgot about this, it was the first ting I ever made in Maya; a simple truck. We looked at hypershade’s in the session but mainly focused on the polygon make up of the truck.
As you can probably see the shape is very basic and simple but it does serve a purpose as we also looked at extruding, which has become very important with my chosen toy/object. Plus it was a good starter session as it helped me get to grips with the Maya interface.
So far I have modeled the doll’s body and head, sort of. The screen shot below shows my first attempt(the one on the right) that took me all morning and it didn’t quite work, the top and bottom are edges are rough but the overall shape is there. The one on the left is my second attempt that I followed Matt’s advice on how to simplify my process. It works very nicely for the doll’s body though =)
I’m working on the head currently and it is going well =) I think I have finally figured out Maya. YAY! Good times forever.
We now have advanced to the hair, its still a little rough but it looks ok for the level i’m at =) YAY!
Hopefully this one will be the correct timing =) my flash animatics got changed as soon as I started work on them.
I am up to my second scene of my polygon animation. Yay! But also Nay! It is really really hard to make it look like the girl is moving the wind up level. I don’t know whether to continue with the idea of her winding it up…I might change it so that it is winding itself up or maybe so do the side view?
This is where I am so far
It looks really weird, like it is out of proportion? I am going to use the photographs below to help me figure out how the movement will work.
Just tried to remember everything about 3 point lighting from yesterday’s lesson with Matt. It has gone well, only forgot how to raytrace the shadows and had a few difficulties with the different lights. All in all though it worked out. I set up 3 different cameras withing my side, top and front view windows so that I could see exactly how each light would affect the composition from different angles.
A good note to self: the attribute editor lives in the right hand sidebar, haha I spent 30 minutes looking for it!
These are my 3 outcomes.
Good, good times, =) I’m looking forward to starting my proper animation now! Still think I have a long way to go to get the lighting perfect though!
A really simple animation done in Maya, that shows a few dominoes falling over. The idea behind this session was to show how to batch render out of Maya and as you can see this worked perfectly =) YAY!!! I also learnt how to create camera’s and lights in the scene, and also how to use them effectively. The lights are a bit fiddly but I really enjoyed the process. I’m glad I had this session as I was a bit stressed about my idea beforehand ( all due to the shot where I need to separate the clones from the main character) but now all this is sorted because it is really, really, really easy!!!! =) Yay again!
The animation side of it could do with a bit of work, especially the easing in and out but for a quick little test I think it worked well enough =)
Now I have finally started work on my polygon animation I have realised that it is not very affective for the brief. This was highlighted when I presented my storyboard all that time ago but I had not really taken the advice into consideration. Now, I want to change the idea slightly. The change will be the clown in the jack in the box, I like the idea of it being a polygon or two instead – but I also like the idea of the movement that the spring will create so it may be cool if the clown was created out of polygon’s? Improvisation is the way forward.
Started with this initial storyboard but after presenting it to the group I realised a few flaws in it. The main problem was the random parts of the storyline and the reasons that the character would be walking for such a long time in the first place. Had some good feedback on this as a few people came up with motives for the robot to be walking along. This then lead me onto the idea that the robot would be walking along after a cog that he had lost. This gave the motivation and the reason behind the walk cycle that I would create, so I dabbled a bit with the story – oh yeah, also had feedback on the setting. I had a part where the robot walked up to a desk with a photograph on it, the general idea was that the robot would be in a home style environment to make him seem human. A society of robots, the problem with this was that I hadn’t done much work on it, so it seemed like I had just thrown a random desk into the storyboard. Anyways I went onto make this storyboard, that utilizes the best/favourite parts of the previous storyboard, with a more developed idea.
I kept the same character but changed the storyline. He is now looking for a lost cog that rolls out of him at the beginning of the animation. I want it to seem like this happens a lot to him, so the environment will be a deteriorated industrial interior of a ship. I need to think of a story for this part of the background but I think the basis is believable! The character is a robot that lives forever in hibernation because there are no humans to serve anymore – links to the research in new robots that are designed to cater for humans. The story still has the overall sad theme but it now has a comedy twist.
This is the animatic I will follow for it:
I have been asked to produce a presentation for my Maya storyboard. I came to this outcome because I think it sums up the work I have produced so far and everything that I have been thinking of.
Two hours spent looking at Flash and I only have 3.8seconds worth of animation…these are bad bad times! Why does this take so long? All I have done is make my character appear and blink twice.. =( here’s to another long day.
I have encountered a problem. Just been sat doing my design for the girl character in my polygon animation and I realised that her hair colour is the same colour as the background!
This is the idea for the colour scheme. I want to keep it simple as I don’t want to spend ages in Ai then get into Fl and none of it working! If I keep it simple, its safe. Anyways, I have the basic colours on there, but I have done my background separate in flash, which so far looks like this:
Black hair on a black background isn’t going to work…going to play around with the idea of a glow behind the character – like the light glow directional lines etc.
These two videos are from my first tests in Maya. I was asked to make a pendulum swing using the principle of easing in and out, and show contrast of a solid concrete ball and a light bouncy ball as they fall from the same height.
I found this session really useful, I had a few doubts about my motivation with the Maya section of this brief but this has set me back on track. I also understand how easy it is to animate aspects of a character from doing this exercise, for example my character’s hair needs to have a secondary action on it, this shouldn’t be that hard to do. The hard part will be the timing of the movement – I’m sure I will be staring at the graph editor for a long, long time.
This is a video from a series of three, all on the character Mega Robot. As soon as I saw this I knew I had to write something about it. Mega Robot is a lovely developed character, who through the principles of animation is shown as an absebt minded robot, that walks the streets on a rampage, but always seems to end up worse off than when he started. All three clips are really short but they still get across a narrative. I think this is because of the bond between character and environment. Mega Robot is the only character in the clips, but his actions drive the story, his characteristics also play an influence.
In terms of my animations in maya, this is a really interesting thing to look at, I have been previously been thinking about how my character would interact with similar characters in regard to my storyline. Now, I feel that maybe I could use the environment to create a narrative. Hmm, alot to think about!
Found this little gem on the RVLT blog. It is a must watch, I love it. Really inspirational for my maya animation, because it uses really simple shapes (primitives) but has them in beautifully crafted hypershades! It has helped me to chill out abit about how good my final product is going to look, I was worried that it would be too simple and that I wouldn’t be able to pull it off. I like over complicated things! =) The animation is from Google Channel Japan on youtube and it shows a little narrative about how street view privacy works. I love the idea behind this, you immediatly fall in love with the cute little camera and the story is so sweet. It’s the type of animation that makes you feel positive after watching it.
Since I am looing at a rob fo my walk animation, I thought I would find some valuable walk cycles. Robot Communist is a massive site, with practically every robot made to date. It is crazy, it has loads of information about each model, with pictures as well as videos on the robot itself. I thought it could help m alot with my walk cycle because I want my robot to have an obviousl robotic walk, and there are hundreds to choose from on this site. I prefer the robots that are trying to be human,andriods that don’t seem to have perfected human movement. This ties in well wit my storyboard as I have looked at the robot displaying human emotions.
Asimo by Honda is a really nicely designed humanoid, it is good reference to a run and walk cycle.
I found this awesome website for character model sheets on blogspot. It has some really nice examples from all kinds of sources and also gives adivce on what you need from a model sheet. BLOG
I love this trailer it is aestetically beautiful, and I would very much like to produce something like this for my animation brief.
New short animation directed by Damian Nenow, produced by Platige Image
I really the comparison between the painted clouds and the comic book style of the planes, characters etc. Plus the camera work is amazing.