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Showing posts from September, 2018

Animating a Walk Cycle in Maya ( Module 3 )

Creating the 4 Key Poses of the Walk (*W.I.P*)  *Video* Takes a long time to record the whole thing, but I will add at least 2 videos per section. Creating the Contact Pose: Creating the Passing Position Pose: *1 short video* Creating the Down Pose: Creating the Push-off Pose: *Tutorial video* My file kept messing up for this part and the play blast part below. the videos will be quick and short. Creating Stepped Mode Play blasts of Our Blocking: *Tutorial video* Below i will also put a video from the tutorial showing mirroring so i can go back and see how to mirror.

Animating a Walk Cycle in Maya ( Module 1&2 )

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Module 1:Course Overview/ Intro Module 2: The Walk Formula & Project Set Up Walk Cycle Formula: ^ The Formula Consist of Four Major Key Poses - Contact - Down - Passing - & Push Off (*Picture below from tutorial*) Timing for walks: Workflow (*Picture from tutorial*) Contact Passing  Down Push Off 4 Key Poses Maintain balance and a sense of weight. Characters should move uniquely with emotion and purpose. Do not animate the entire body all at once. Project Setup & Character Rig Setup: *Video

12 Principles of Animation ( Module 5)

Performance Principles: Part 2: Secondary Action and Exaggeration / Presentation *Can not be completed due to non responding files*

12 Principles of Animation in Maya ( Module 6)

Principles for Design: Staging, Appeal, and Solid Drawing 1st part are definitions posted in a different blog post. Staging Video: Not much, just following along the video Appeal Video: 2 Videos Solid Drawing Video: My file wasn't working but here are parts from the tutorial

Obstacle Course Assignment & Concept (Sketch) Completed?

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Sketch of what I want to accomplish. (1 Concept) : Might be difficult to animate the tail though. Update with first reference: Current Animation W.I.P. new sketch will be added later. Small update: Adjustments still needed, but here are different views on the obstacle course: Completed? ( Coming back to it in the future )

12 Principles of Animation in Maya ( Module 4 )

Performance Principles Part 1: Anticipation, Pose-to-Pose, & Straight Ahead The first thing is setting up the project which will not be shown. The videos below will be multiple parts parts then a final part at the end. W.I.P. 1st Video 2nd Video (Long videos incoming) 3rd Video ( 2 Parts ) 4th Video ( 2 Parts ) 5th Video (2 Parts ) *To many videos just going to post the almost complete video* (Needed one more section)

3 Ball Bounce Assignment

Bouncing a Beach ball, Bowling ball, and a Basketball first attempt. Beach ball Bowling ball Basketball

12 principles of Animation in Maya (Module 3)

Inertia, Flexibility, and Articulation Follow-through, Overlapping Action, and Squash and Stretch ( Definitions in 1st Blog Post) <Follow Through & Overlapping Action (Part 1) <(Part 2) Squash & Stretch

12 Principles of Animation in Maya Tutorial ( Summarizing Module 1-2)

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Basic Principles: Timing, Spacing, and Arcs Foundations: Definition in first blog post "12 Principles of Animation" Timing The closer a keyframe is the faster the animation will be in the picture I placed keyframes a bit apart then closer so it would slow down.  Spacing Tangents flatten out extreme lines and makes them curve (smooth) Buffer Curve Screencast-o-matic.com  Capture Video

Maya 2018 Animation Fundamentals ( Summarizing each Module) 10

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Module 10: Previewing Animations in Real-time Using a Play blast Feature: *Turn off NURBS Curves in the Show Tab* Go to Display/ Then Heads Up Display/ and finally click Frame Rate [ Shows the Frame Rate in the View Port ] Turn on or off Go to Windows Tab/ Then click on Playblast *option box*/ *After adjusting it will pop up a render box & makes it a video *file** Using the New RV Player: Panels tab/ Perspective/ Shot Camera/ Turn on Resolution Gate ........ ..... ... .. . Applying Procedural Animation Effects: Finishing the MASH Animation:

Maya 2018 Animation Fundamentals ( Summarizing each Module) 8

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Module 8: Creating an Animation that Follows a Path Using Motion Path Constraint: (Start on top panel) Click on Panels/ Select Orthographic/ Then Top CV Curve Tool Create/ Choose Curve Tools/ CV Curve CV Curve Tool at Work ( Switch panels to Perspective ) *Select the UFO Curve and Shift select the CV Curve* Then go up to constrain/ Motion Paths/ Attach to Motion Path & Open up the Options Box Adjusting the Spacing on the Motion Path Animation: To adjust animation further select the main control curve/ then look at the channel box and scroll down/ Select motionPath1 node/ Focus on the U Value *It adjust the speed of the animation and spacing * open the graph editor and select the U Value from there adjust. Adding Side to Side Rotation: select the main control for the UFO Curve & Scroll down on the Channel Box/ Open motionPath node/ from there Front, Up, or Side Twist can be adjusted. ( side to side rotation ) and add keyframes every time one r...

Maya 2018 Animation Fundamentals ( Summarizing each Module) 7

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Module 7: Visualize Tools Using the Editable Motion Trail Select main control for the current rig / Select to visualize drop down menu / Create Editable Motion Trail/ Start/End | Time Slider Start Time = 1 | Endtime 121 ( Tutorial ) & Display Frame Numbers | Then apply ( Easier to Track Arcs / Movement ) [Below] ( Trail Thickness & Key Size ) = adds thickness to the motion trail; easier to see. The white boxes indicate the actual keyframes in the timeline. Arcs can be edited while it shows Using the Ghost Tool Select main control / Visualize tab / Ghost Selected Dialogue Box / Preferences Box Can be adjusted to add a ghost image _ steps behind or _ steps ahead of the current frame. [ Global Preferences / Custom Frame / Custom Frame steps/ Custom Key steps/ Keyframes ] Using the Animation Snapshot Select Main Control / Visualize Menu/ Create Animation Snapshot Creates New Geometry through the path the animation takes. ...

Maya 2018 Animation Fundamentals ( Summarizing each Modules) 6

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Module 6: Using the Time Editor (Go to Windows Tab - Click Animation Editors - Then Time Editor) Import/Add selected content/Drag and Drop files into Editor Creating Animation Clips: Add Selected Content from the scene- Adds a new clip copy a clip right click and paste it in the graph and creates a new track as well Select a clip and chose scale mode and it can scale the animation to be fast or slower (Speed of animation/ Keyframes) can be drag back and forth. Clicking Loop Mode can allow clicking the right of the animation clip to drag and adding a loop it also makes a small line meaning  another loop has been added tools on top ( Split a clip on the time editor / Trim animation clip start where the current frame is) Importing & Exporting Animation Clips open time editor/ select a clip in the time editor/ and click file/ choose export selected/chose where to export clip anywhere / name the file/ different file types ( FBX/ Maya ...

Maya 2018 Animation Fundamentals ( Summarizing each Module) 5

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Module 5: Understanding the Graph Editor Navigating the Graph Editor: to open go to windows then click Animation Editors and then click Graph Editor. Graph Editor Outliner: displays all the channels that we have for the control curve. If some keyframes wouldn't be able they will not be displayed in the graph editor outliner. Clicking one keyframe on the outliner will only display that curve.  to select multiple channels hold Ctrl + Down and select them. Selecting the main control will display all the curves. To Navigate through the graph just press Alt+Middle mouse button to (pan) drag around. To drag in and out of the graph press Alt+Right mouse click . Or the middle mouse wheel Alt+Shift+Right mouse click to drag left and right to zoom on a curve horizontally. Pressing F will recenter everything ( Frame in on the curves ) Frames of the Animation (Top Row) same as the Time slide, clicking the tap on the top its the same as navigat...

Maya 2018 Animation Fundamentals (Summarizing each Module) 4

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Module 4: Basic Keyframes and Animation Setting Keyframes: Press S to save a Keyframe in the timeline Set Key on Translate: Shift + W Rotate: Shift + E Scale: Shift + R To delete a keyframe right-click and click delete Animating the Powercore: By selecting a control curve you can change the properties. In the beginning, the channel box is used to edit the open-close of the power core. different values 5 will be opened and 0 will be closed at this point. When starting to animate make sure to be on frame 1. Key-select or ( S ) on frame 1 when its open. Then find the correct speed. In 24 frames its best to put the next key save around 12-15 frames if it's done on 2-11 frames the speed will be very fast. 12 frames out of 24 would be at least half a second. Multiple keyframes can be set for this one should be added at (depends) and the value should be close to half of the original. (5) (depends) Auto-Keyframe: Anytime a value in...