For this assignment, I wanted something I could get a lot of references for, and a car that looked cool. So, my first choice for this assignment will be the 1958 Plymouth Fury Sport.
Before starting, I also found the blueprint needed to get accurate measurements for this assignment (Thank you Frank for providing the website).
Starting off in Senior Portfolio, I'm going to take the class to focus on my animation skills, specifically body mechanics including items and weapons. I want to focus more into game animation right now, building up by basic skills and then move onto acting shots when I've gained enough proficiency. In the past I've attempted simple cycles with a sword or a lance but I wasn't left very satisfied with them. This time however, I'm planning to go for more dynamic attack cycles. (reference videos listed below). 1: https://youtu.be/yi8xJCoXgcQ?si=MqjGByer9EaiuWLI (0:36) 2: https://youtu.be/yi8xJCoXgcQ?si=MqjGByer9EaiuWLI (0:38) (If I have extra time) --> 3: https://youtu.be/74m8pRqw4aU?si=OPuOGIiQz7uOLOod 4: https://youtu.be/cOM6kLtwJ-0?si=fQeg_FKKgpyl50Od <-- For my current timeline and goal, the first few weeks will be focused on quick animations, I'm aiming for at least one cycle done ...
At the beginning of the semester I had a plan, a plan that went completely off the rails. My initial idea was to focus on character animation with an emphasis on body mechanics, then move onto a quadruped at the end. It worked for a few weeks, but then I switched to a quadruped quicker then I wanted to. It took longer then planned to finish my Dragon Walk Cycle because it was pretty rough to figure out. I had quite a bit of trouble learning how to animate the front and back legs. After that I moved onto a Raptor Rig, which was pretty interesting to learn. It was similar to the Dragon in "creature" mechanics but learning how to animate the legs like an animal while the arms like a human was an experience. I also have some animation work I did while on the 495 game side. To match the vibe and style of the game, the animation team decided to stick to the "Stepped" version of the graph editor. That decision really helped to make the ...
During this sprint, I didn't have a lot of things to do, mostly because my position within the team is animator, rigger, and character modeler. All I was assigned and able to do involved compiling the references needed for the animators to use when we are able to. It wasn't anything new or difficult, I either looked through footage on YouTube to find angles and shots of what we needed, or I filmed them myself. For example, what I turned in for one of my assigned cards. For the next sprint, luckily, I'll be getting into character modeling. I had to originally wait for the concept artist and designer to decide on the final design, but now I'm able to start on the game's main character, Bob. Although he will be low poly, and faceless, I still have to build out his body, texture and rig it. End of Sprint 1.
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