Project 5 : Character Animation
Date Assigned: Monday, April 28
Date Due: Monday, May 5
Reading: |
Chapters 9 and 10, Section 11.1 (Kerlow) |
Lessons 17-22 (Learning Alias), as needed |
This assignment has two main parts. The first part is to practice
giving weight to an inanimate object. In the second part, you will
bring an articulated character to life. Working in the same groups as
last week, you will animate three different bouncing balls and your
character performing at least two motions: a characteristic motion and
a walk cycle.
What to do
- 1. bouncing ball
- Create a sphere with the default shading and lighting. Create
three similar SHORT animations that show the difference between the
following types of balls bouncing:
- A normal rubber ball.
- A beach ball.
- A bowling ball.
- 2. expressive motion
- Pick two poses from last week and plan a short (~1 sec)
animation that transitions the character from one pose to the
other. Timing is critical, as is the series of inbetweens.
Act out the poses and transition and try to sketch
some of the inbetweens.
Animate the chosen pose transition in Alias. First block out the
motion. Next add the central body motion and significant gestures.
Finally, add all the missing nuances and details: breaking the joints,
overlapping action, squash and stretch.
- 3. repeated walk cycle
- Plan a walk cycle (where "walk" is whatever type of locomotion
makes sense for your character). Decide on a mood for the
movement, i.e. a determined walk, a strut, a shuffle, etc.
Again, to get started, act out the movement,
sketch the key poses, think about the timing of
each sub-motion, etc.
Animate the walk cycle in Alias. As before, first
block out the motion, next add the most important
parts, and finish by adding the details. Create a cycle
that can be repeated end-to-end smoothly and put it
together for several paces.
- 4. natural walk cycle
- Start with the exactly-repeated walk cycle and modify it
so that there is subtle, natural variation across the
paces.
- 5. interaction (optional)
- Create a short animation in which your character interaction
with a prop (e.g., answers the phone).
What we're looking for
- This is a warm-up to get you thinking about weight, timing, and
squash-and-stretch. Each animation should unmistakeably convey the
type of ball using only its motion. (Do NOT shade or light the ball
or its environment!)
- There has to be a story that motivates this motion. Concentrate
on telling that story with body language. Focus on the character's
intentions so that it looks self-motivated and not like an inanimate
puppet. Things that will help the motion look natural are: thinking
about the weight of the character, getting the center of gravity in
the right place, staggering sub-motions (e.g., to turn around, first
the head turns, then the body, then the legs), overlapping actions
(e.g. body starts turning before the head is completely around).
- Again, think about how the physical construction
of the character would affect its motion. The walk
does not need to be motivated by a story, but it does
need to convey a mood.
Note that the legs and feet are generally the last parts of
a character to
be animated; getting the proper bounce of
the body and head usually comes first. Make sure there is
some asymmetry in the walk or it will look
mechanical. Put a textured ground plane underneath
the character and make sure its contact points don't slide.
The cycle should lead back into itself smoothly.
- In the previous part you created an individual step that
is asymmetric and natural. Now, slightly vary the stride length,
bounce height, and/or timing across the animation so
that the set of paces together seems natural.
- Story and motivation are key again for this part. Think
about how to use the prop to accentuate the character's
body language. Also think about the relative weights
of the character and the prop and how this affects the way
the interaction would take place.
Turn in
Before the critique on Monday, make a group directory in
/home/cse458/critique/animation
and put the
following in it:
- README file.
- Animations of bouncing balls:
rubber_ball.bk,
beach_ball.bk, bowling_ball.bk
.
- Animation of pose transition, named something
informative.
- Animations of walk cycles:
repeated_walk.bk,
natural_walk.bk
.
- Any other interesting animations. Please explain what
they are in the README.