Project 4 : Character Modeling
Date Assigned: Monday, April 15
Date Due: Monday, April 22
Reading: Learning Alias
- Lesson 16
- Character Animation (pp. 331-340)
- Lesson 19
- Lesson 18 (as needed)
- Lesson 20 (as needed)
- Lesson 17 (as needed)
- Lesson 21 (as needed)
This assignment will introduce you to the creation of
animatable characters and to Alias's animation
tools.
Once again, you will have a new group to work with. You
will create a few animatable models and make them move.
Unlike the past few projects, this project does not build on
models from previous assignments. It does, however, build on
your experience in creating and shading models.
What to do
-
Design an articulated character, i.e., one built from a
collection of rigid pieces. Draw a model sheet
in which the character is sketched in a neutral pose (front,
back, side, and/or 3/4 views as appropriate), in various
"typical" poses, and in a few extreme poses. Jot down the
articulation parameters that control the model.
-
Build the character. Pose it in the various sketched poses
of the model sheet. Create a series of animations that
exercise and illustrate the various articulation parameters
(e.g., flap the wings, wag the tail, wiggle the ears, and so
forth).
-
Think about the personality of your character.
Design a pose to convey some aspect of this personality, or some
mood your character might be in. Model the pose, prepared to show it
to the class without explaining it first.
Example: sitting sad
- hidden description: the character adopts this pose when
feeling gloomy
- challenge: posture must convey the feeling of sadness --
drooping shoulders, arched spine, elbows may be bent to
help support head, etc.
-
As a separate exercise, design and build a
simple (only a few moving parts)
model that has articulated parts but smooth joints, i.e.,
the surfaces that connect the parts must bend as the parts
move.
-
(Optional, if you want an extra challenge.) Design, build,
pose, and animate a highly deformable expressive model, such
as the flour sack in Disney Animation: The Illusion
of Life.
What we're looking for
- The key here is coming up with a character that is
interesting and expressive despite having entirely rigid
pieces. The character may be something abstract (like "Fluffy",
the dog
built from disjoint polyhedra), realistic but not normally
animate (like "Luxo Jr."), or surreal (like "Baby-Head", the Erector
Set spider mutant toy in Toy Story). Be creative! Also,
think about how the character moves, and what the best way
is to control it: What's the "root", is it controlled by
forward or inverse kinematics, etc.
-
Here, the purpose is to implement the design of the first
part. The model should be built and shaded with however
much (or little) care and effort is necessary to make the character
look good. If you are able to make use of existing model
pieces that you or someone else built, that's fine. Some
issues may come up that necessitate sending the initial
design back to the drawing board, e.g.: it can't take on the
desired poses; it looks bad in intermediate poses; it's too
ambitious to get done in the time allotted; etc.
-
This is an exercise in conveying the emotions of an animated
character.
-
This is an exercise in making a deformable model. Keep it
simple -- having even only one joint is enough. (Think about
E.T.'s finger coming in from offscreen.) Make sure
that the surfaces stay together and that the joint doesn't
collapse or bulge unnaturally as the parts are moved.
-
Making models that can express themselves via deformation is
one of the harder tasks in CG animation. Find out why!
Turn in
- (Bring your model sheets to class on Wednesday or Friday.)
- Rendered still images in the various neutral,
natural, and extreme poses, and one or more animations
illustrating the range of motion.
- Rendered still image in expressive pose.
- Animation showing the joints bending.
- Same as for (2).
Projects will be critiqued in class on Monday. Details for handin will
be discussed via email.