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2.1 Advanced 3D Anm with Ting-Term 2

Week 9: Heavy object fix

First see the finished version:

During last week and this week, I am very excited to fix them because i recieve lots of feedback, and I welling to fix them make the aniamte better and better. I must say I very much appreciate for Ting’s patience feedback one by one. my animate fixing list like

  • 016 elbow pop
  • 065 shoulder don’t sink too much( IN my understand that shoulder should more upper cuase is move foward the body side
  • I notice the shoulder is really details and need to foucus on at the polishing process.
  • 115 the body rotates back to the position is currently hitting a stop . should give it overshoot or be slower in
  • when finishing the action, do not just moving the head, the body should keep follow move.
  • MOST HARD PART for me is giving it 3 frames more. It is currently turning too fast. Watch out your spacing as well.

Actually those fix some times will cause problems in Maya, like when I adjust the timing ,I need move the time frame , such as from 116 to the end, totally move to +10 frame, sometime the angle will all change. The no over rotate part will be pop up to rotate too much or looks like broken. So I need adjust one by one to fix them again and agian. quite tricky way!

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week 8: Facial posing and fix

Class Feedback from last week:

  • Need the face off setting
  • timing need longer
  • some change is too fast!! add more frame
  • Every face change add more seconds
  • Every facial waite for a bit

This week I adjusted more details by myself on the facial like:

I found:

  • the start first facial should push more like more obvious. more upper eyelid up+ mouth bigger+ face curve more close one side
  • when face changes, it should be more nodding and change just a place like eyes closing need more time and more down
  • And when eyes open, just open, the other part should not change bigger than it
  • and the eye pupil should keep the rectangle principle to move to the other side. Make sure the emotional change isn’t meaningless.

This part I work so hard just for looks more thinking and more emotion changing reason for performance ( 0:1-0.2)

More eyelid changes and eye pupil changes occur naturally.

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week7: Facial poses and HeavyO’s polish

This week we start making the connected facial expression into a fluence animation,For me it still have lots of details to fix. And I shooting my own facail change for the reference.

I think the facial change between each post must be meaningful, otherwise it seems quite strange and not connected head move and lack of timing adjust. I find some problems by myself:

Such as eyes close not matching the emotion change, first the mouth change, than the head change? all change should not at the same time, it is the same principle as the heavy object.

HOMEWORK SHOWS

Feedback :

  • 1.Body move a bit to match the emotion look more natural .
  • 2. +6 frams in the middle see how the difference happens.
  • 3. The lower eyelid can move upper.

And this is my Heavy object:After feec back, I found some details to fix:

  • some middle frams is overroate must adjust by ” Euler filter”
  • the last action must be looks like it has finished and is flueing and not suddenly stop.
  • hand animation shouldn’t avoid.

After fixing the animate, it looks like better than last week especially more close to natrual behavier.

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week6: polish and facial animate

In this week, I realise my neglect of homework , when I refinished my last homework, I totally forgot to check last week’s feedback from ting, and I just finised by my feeling, so the consequence is my homework in before this weeks feedback is full of problem from last time and this time. Now Ting remind me that I still didn’t fix the problem and floting things and I keep fix them in this week one by one.

This week when I fix my homeworks, I feel like a little bit frustrated and excitement. One thing is that, I feel like there are still some problems in Maya when I get the feedback, I can’t fix easily and know the right control spline. But I still fix them and try my best.

(Like when I feel like this get up part, which is not fluency, and very quickly than I expect. I select the whole body and move all key a little bit over a few frames so that, I can adjust this part with enought timing.)

There are some point need to be fixed:

  • Before 30 frames, the body need some small movements, or it will looks like strange and frozen ( head is the same)
  • 165 frame the feet are floating
  • 212-236 jumping turn should keep a curve which cannot at the same place( like the reference)
  • After land and hit, which is inportant to adjust the timing and the hand position to show the hit power
Homework

After feedback I feel like animation is quite specific and very detail if you want to push and polish a good animation!

But I am so enjoy the fixing process and do my job in Maya, that feel like taking care the every frames and making process and make the animate better. Also, I thing this is the time to see more animation, and when I see other professional animation, I need to think about how well they do the job with body movement.

For the facial animate

This week we leaning the facial animate tips and theoretical knowledge every eye blink have their own meaning and Do not blink for the sake of blinking, why blink:

  • Major attitude changes
  • Changes of eyes direction
  • Change of thoughts
  • Head movements
  • Staring

and the limited timing between two eye blinks contain lots of detail

Eye dart: the principle should menmory and recite is that:

  • Shows character is thinking/ gathering information
  • Keep character alive
  • Eyes aim always “lock” on something ( in steps)
  • Moves in straight line
  • The “eye dart triangle”
  • Eye lids, even shape, move accordingly to the eye movements
  • (energy level should stay the same)

Eyebrows movemen should be like: (there is a tip, when the eyemove but not eyebrows it will shows like distracting)

How to make a good emotional change in animation? the answer for timing is :

Thoughts →Eyes movements →Body

Those are what I leand from the class and need to keep practice them. Don’t give up

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week 5: Heavy Object (Blocking Plus) and Facial post

This week we learned the facial as well and I got lots of feedback from Ting and Mariana, one is the eye brows, This is my first to know that: When people feel emotion, the eye brow should be always connected in the middle, it would be like the flexible line, not separate the two parts. Also, I watched the tutorial on YouTube. I get a lot of information from there. Like when we move the teeth, just hide lower teeth is fine, don’t move the upper teeth, it would change the character appearance.

I think if we need to animate a natural facial expressions, that will be very technical and hard for me. so I need to learn the muscel move on the face( face muscules). and watch myself’s face in the mirror. Some time my check move to much and easy to clonus or Induce more ocular wrinkles. QUQ

For my Heavy object

This week I got lots of problems on solving Maya for the aniamtion looks more like natural human action and gravity.

  • Hand overrotate ( no 90 degrees) and floating without holding when the body moves to the other side
  • when it tries to stand up, the shoulder should be a bit up.
  • when character want to hit the heavy object, the timing should be adjusted, and the angle of body mechanics should push more before hitting down action.

I think those are very tiny fix will change the whole animation to look more natural and believable.

week5 homework

For my facial pose

This week we use Yulong image. Here is my feedback

  • When the character smiles, the dower eye lid should be up to cover the eye because the cheek would follow the mouth go uo and squash up, also need to focus on the facial shape angle like > or <.
  • When the character moves feel strange. The face length will more long, cause the jaw would down. and upper eye lid would follow the eye brow more higher. and mouth change should be larger.
  • Pay attention to facial angle and orientation!!!

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week4: facial in Maya and parent’s constrain set

In this week we lean the topic with the fundermental face meaning in Maya and the principle in Ting’s class, which is people is usually more asymmetry in reality and there is the same in animation. but the more animation is when character is angry or mad, there are more symmetrical to show the one emotion. Also, I learnd the three tips for facial aniation those are:

  • Asymmetry
  • Shape
  • connectivity

I think asymmetry aims to stimulate the natural human’s physics, too much symmetry would not look like the real person but look like a robot. And the connectivity means every muscle movement cause a chain reaction in neighboring features rather than moving in isolation, every muscle is connected. also keep eyebrows are a fluid line

Week4 facial homework

Here is my feed back

After feedback I realise:

the faicial is quite hard for me at least now, So that I need more practice for muscel movement and facial group change. like when the mouth moves up, the cheek should move up too, because they are connected! and all the facail expression should follow the line curve for more obvious emotion and shape change. expecially the proportion of a face angle. be like < or >. and to avoie looks like robot, their is a word Volume: any compression in one area must result in a corresponding bulge or displacement in another.

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week 3: Storytelling

This week, Seiya and me got group feedback for Ting. The problem in my part was that some of my shots ( one shot) contain too much information in it without another shot to help (did not cut to another shot). That makes the audience focus on too many things at once, so they can’t really get the story. You could try using a POV shot — like a first-person angle. The camera should capture emotion, not just run after the action. The main thing is: don’t show lots of angles in just one shot. A good example is the Lord of the Rings shot the teacher showed us in class. Also, some of my shots had no clear focus, or the focus was off, so the audience ends up looking at something meaningless.

I’ll learn from that.

This week’s class I felt like quite challenging that too much new things to learn, like “how to tell a clearly story and attractive”and how to use the five principle ”The actstructure” ‘Hero’s Journey” “storycircle” and “Five-Actstructure”, “Kishotenketsu”. These point are so important to tell a good story that need to research and Internalized within myself.

Five principle: and follow

  • ”The actstructure”
  • ‘Hero’s Journey”
  • “storycircle” and
  • “Five-Actstructure”
  • “Kishotenketsu”.

Also we leand the prefessional camara langurage” rank”, and the relationship between: Story, Act, scene, shot and beat.( From Ting’s class)

After that, I spent considerable time organizing the shot and sequences. The main challenge was the excessive number of keyframe controllers between each shot, which created significant confusion for me. Then I just fix one by one until the end and reach a good sense. Just try my best to fix it.


Also during the class we should use Maya parent set to create stich’s tea party, and self study, but it is quite hard to understand for an begginer to learn parent set in Maya, so many problems just pop out. and ting forgive us and undertand our “Maya level” hahah, thanks a lot, that we can get more time to learn it and get use to do it.

Please remenber story should follow the KISHŌTENKETSU (起承転結) that will be a good one for audience to enjoy

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week 1 : Camera language

In this week 1, I am leaning lots of new knowledge about Layout, composition and camara langurage. Learning how to put a camara in sence make sence or make story more meaningfull and more thinking inside, so many new words like: FOCUS in camera language including apeture, Focal length, Distance to the object( Depth of field in focus), it means that useing the focus distance. and they are seperate with some type of things, like deep focus, shallow foces,and rack focus, which can guide the audience’s view to the director wants to show them.

and in the class and before the class, we drawing some storyboard and learning how to use camara or the structure in your film.

When I doing the Maya homework, I feel like so special, this also is my first time to use camara design in Maya, and we need to use the camara reference inside. I don’t even know how to adjust the camara view like, I didn’t really know how to find the controller and set up different camera shot effects, so I asked my classmate Songyue for help. After that, I got a much better of how to use the camera and managed to adjust five different shots.

To be honest, I still can’t fully remember the names of all the filming techniques yet, but I think I’ll get the hang of it soon, I will get used to it.

this is my homework week1 maya