I finished the animation cycles for a character named Moom. Cycles required were Run, Walk and Jump
Friday, 24 February 2012
Thursday, 23 February 2012
Topology research
We were told to research Topology a while ago and it's only now that i'm realizing to put it up here.
Topology is the study of connectivity and continuity within objects and shapes. It comes from the Greek word "Study" is an area of mathematics involving objects that do not break or tear when under major stretching. Earliest recordings of this term go back as far as 1736 and towards the end of the 19th century was refered to as the "geometry of space". This later recieved the name topology.
The term I found quite hard to understand but I'll give it a try.
Say X was a set and say t was a subset family of X. This would make t a topology on X if any of three things were met:
- Both X and the empty set are elements of t
- Elements of t can be any union of elements
- An intersection of many elements of t is an element of t itself
If there is a t on topology X then the pair are refered to as a topological space.
Some faces using topology
Topology is the study of connectivity and continuity within objects and shapes. It comes from the Greek word "Study" is an area of mathematics involving objects that do not break or tear when under major stretching. Earliest recordings of this term go back as far as 1736 and towards the end of the 19th century was refered to as the "geometry of space". This later recieved the name topology.
The term I found quite hard to understand but I'll give it a try.
Say X was a set and say t was a subset family of X. This would make t a topology on X if any of three things were met:
- Both X and the empty set are elements of t
- Elements of t can be any union of elements
- An intersection of many elements of t is an element of t itself
If there is a t on topology X then the pair are refered to as a topological space.
Some faces using topology
Aaaaaaaand now my friend with topology applied
Wednesday, 22 February 2012
Katie's head (Part 3)
So I managed to get my friend's face this far done :) i'm feeling pretty happy with it too so i'm probably not gonna tamper much more with it.
Tuesday, 21 February 2012
Katie's head (Part 2)
More modelling of my friend from uni (early morning)
Her by late morning
I'm gonna do more this afternoon so yay :D
Still working in the face a lot but her hair and hoodie are pretty much done at this point.
Monday, 20 February 2012
Katie's head (part 1)
I've been modelling my friend Katie as part of this task
Here's her face!
This is what I did a few days ago and the next video is what I had done after today
Here's her face!
This is what I did a few days ago and the next video is what I had done after today
Tuesday, 31 January 2012
An Introduction to Mudbox
Mudbox is a 3D sculpting programme that I've been learning about. Yesterday, I was messing around on it and came up with this:
Also, gave him some colour because he seemed bland :D
Also, gave him some colour because he seemed bland :D
Wednesday, 18 January 2012
GIF animating in Photoshop
Monday, 9 January 2012
Principles of animation
I am looking into the 12 Principles of animation and for each one I will find things good and bad about them:
1. Squash and Stretch
Squash and Stretch gives a feeling of weight and flexibility to an object or character (A shows movement without dynamics while B is "squashed" and "stretched").
GOOD:
BAD:
2. Anticipation
Anticipation prepares the audience for an action and makes it as realistic as possible.
GOOD:
BAD:
3. Staging
Staging directs the audience's attention to what is important at the current point in time.
GOOD:
BAD:
4. Straight ahead action and Pose to pose
Pose to Pose: Drawing out a pose or action every few key frames and filling in the rest later.
GOOD: Dramatic or emotional scenes favour this style of animation when the surroundings are of higher importance
BAD:
Straight Ahead: Animating each frame from start to finish.
GOOD: More dynamic and easy flowing movement.
BAD: Hard to maintain proportions of character or object being animated.
5. Follow through and overlapping action
When one action is complete and parts of the body are still moving in motion such as in this image.
GOOD:
BAD:
6. Slow in and Slow out
Acceleration or deceleration of a character or object.
GOOD:
BAD:
7. Arcs
Movement of anything and/or anyone follows an arc of movement, such as an arm joint. The only exception to this rule is machinery which moves in straight lines.
GOOD:
BAD:
8. Secondary Action
Secondary actions support the primary animation to give the scene more life (eg. Squirrel running is the Primary action, the Secondary action is the movement in the tail)
GOOD:
BAD:
9. Timing
The number of drawings/frames for a given action, then giving the speed of the action in the animation.
GOOD:
BAD:
10. Exaggeration
Used in animation especially, it is used to stay true to reality while showing it in a more wilder form.
GOOD:
BAD:
11. Solid Drawing
Working in a three dimensional space to give a character or object volume and weight.
GOOD:
BAD: Required an amazingly skilled artist which took life drawing sessions and sketches from life.
12. Appeal
Giving a character a personality that makes them feel real to the audience, whether it's by making the face simpler and more likeable or even with the way they move and act.
GOOD:
BAD:
1. Squash and Stretch
Squash and Stretch gives a feeling of weight and flexibility to an object or character (A shows movement without dynamics while B is "squashed" and "stretched").
GOOD:
BAD:
2. Anticipation
Anticipation prepares the audience for an action and makes it as realistic as possible.
GOOD:
BAD:
3. Staging
Staging directs the audience's attention to what is important at the current point in time.
GOOD:
BAD:
4. Straight ahead action and Pose to pose
Pose to Pose: Drawing out a pose or action every few key frames and filling in the rest later.GOOD: Dramatic or emotional scenes favour this style of animation when the surroundings are of higher importance
BAD:
Straight Ahead: Animating each frame from start to finish.
GOOD: More dynamic and easy flowing movement.
BAD: Hard to maintain proportions of character or object being animated.
5. Follow through and overlapping action
When one action is complete and parts of the body are still moving in motion such as in this image.
GOOD:
BAD:
6. Slow in and Slow out
Acceleration or deceleration of a character or object.
GOOD:
BAD:
7. Arcs
Movement of anything and/or anyone follows an arc of movement, such as an arm joint. The only exception to this rule is machinery which moves in straight lines.
GOOD:
BAD:
8. Secondary Action
Secondary actions support the primary animation to give the scene more life (eg. Squirrel running is the Primary action, the Secondary action is the movement in the tail)
GOOD:
BAD:
9. Timing
The number of drawings/frames for a given action, then giving the speed of the action in the animation.
GOOD:
BAD:
10. Exaggeration
Used in animation especially, it is used to stay true to reality while showing it in a more wilder form.
GOOD:
BAD:
11. Solid Drawing
Working in a three dimensional space to give a character or object volume and weight.
GOOD:
BAD: Required an amazingly skilled artist which took life drawing sessions and sketches from life.
12. Appeal
Giving a character a personality that makes them feel real to the audience, whether it's by making the face simpler and more likeable or even with the way they move and act.
GOOD:
BAD:
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