Monday 30 November 2009

It's the final countdown ...

Final countdown indeed, and there's been a lot to do this week. Firstly i finalised most of the core animation of the body, after the first test playblast of lipsyncing (below) i then added in the picking up of the 'whip cream can' and also the throwing away of it in dismay. Considering the video below is the first playblasted lipsyncing, i was rather surprised at how well it turned out and overall i'm quite proud of how easily how i picked up creating the right mouth movements and how good they looked.



Having said this though, i think the mouth movements need to be refined ever so slightly because he does look a bit mouth-choppy. Below is a short test of the character clutching the whip cream can which is looking pretty good, and with a bit more work will look better.




And put it together and what have you got? Hm good question, because i'm having trouble with it, so, i'm going to upload the two shots i've used for the mpeg4 file and a couple of images of what it looks like rendered.









I've learnt a lot about animation and the animation process in this project, and most importantly, don't try and keep improving it on the hand in day, especially if it was hardly changed and was good enough 2 days ago! So what have i learnt?

Well the essentials of a good, well-grounded animation works when you have some live action footage of yourself acting, so you have something to refer back to, and where in your animation you can see an area that needs an injection of a bit more realism, so you know which body bits to translate and/or rotate to get that right body posture and to get the emotions and feelings across.
After you have the filmed footage, it helped me when i had storyboarded out thumbnail sketches of the key poses from the live action footage, so that when it came to maya, i knew exactly what the key poses are and roughly where i needed them.
Another helpful factor is the dope sheet, although maya could hold the sound file and you could lipsync straight off by scrolling through the timeline. But by mapping out the mouth movements needed onto a dope sheet, i could then cross reference with maya to make sure the right mouth movements matched up with the phenomes on the right frame.

With this animation i feel this time my strongest point is the facial animation in terms of what i've achieved over the amout of time i had for it. I especially like the way the eyes move and blink, and how the eyebrows are positioned, which gives real character and emotion and you can easily tell this is a saddened face. I like the extreme poses of this character, which i think works very well for a sad and somewhat manic character at times, i know i would be with nine cans of whip cream! The timing also works well with this animation but at a place or two i do think it needs a bit more of an exaggerated overlap, but all in all i feel it's a believeable character.

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