Category: 2.1 Advanced 3D Anm with Ting-Term 2+3
This Time I add more detail and adjust the shoulder also add more detail with his head and neck, and finger.
Throu this time, I understand the any move animation they could have reason, and all aims to performent well about the object. I think there some camara movement and angle I can do better but it still need more reference and feedback
this is the last version of advance shot.
This week I focus on plosh and add more detail if I notice some where need more adjust, for hand, I think the finger group should adjust better and more art way so I perform by myself and find the good way to hoding the fork after turing it. And compare the orignial hand animate and this one, I felt better for the new version.
I adjuts the hand part and made it turn to showing
Slow down attack
Also, I follow the feedback made add more detail on the neck movement and head turning, make it natural and emotional, also the hand still moving means not hitting the wall. I felt like, polish is add more detail with the character’s personality or performence. Like this bad guy, should be more bad and don’t care about others and arrogance, So his facial can be more less eye movement and the mouth shape cannot be cute and big.
This time we leand how to use anibot and knowing what is the animate layer. I think the layer is aims to: I can add the extra animation on the original animation. For example, The original animation ( Jumping at the point) can add a layer (movement location sth) make it Move while jumping, and also it can duplicate.
and Ting’s give us a good way to better transform the animation, that is using the ” animation library”. Remenber create the folder and change the folder route.
For my Advance shot, I fix parts of the point that were mentioned from Ting’s feedback:
- The shoulder should follow the move, do not freeze
- hand in part 3, like hit the wall, not natural, ( I realize this is the same problem when I animate the heavy object when the hip(COG) go back, and suddenly hits the “wall”)
- last part “hunted” when fork touch the table, the hand should still moving because the body will still have some push or slow down the attack
- F135, tone should show on
- Eyebrows stop when the facial and emotion going up and breathing.


But there is still a problem that, when I realise the constrain and need to relink and holding the fork to hold it down( shows on video). The fork cannot follow the hand. and if I key the hand constrain and play it, it still pop back.

And chichi and me stard testing how to constrain better, it really chanllange, we can not find the right answer by ouself, and we found if we create three locators to constrain the fork. and hand parent Locater1(L1) parent Locater2(L2) and parent Fork. For the first part of hand truning animation, and holding the fork Going down is another constraint, from hand to L3 to fork. then!
Success!!
This week we learned about the anibot and use it in a workshop on Friday class, also made a little animate for Mario’s flower.
I downloaded the rig, and when I try to move the control rig, I suddenly don’t know how to start the main part. Like every key should have a reason, I start think about how the flower stretches. Cause some time The stem of a plant cannot animate naturally, so maybe I need to adjust its angle. like this video below:
I adjust the middle stem of plant to keep forward, making sure the weight is balanced, so that The stem of plant can move forward, which will be performed more flexible.


For my advance ani feedback: I fix the feedback mention’s problem, then
First problem still not understand about why the shadow always pop out, and I think it is doesn’t matter, still keep there.
Second problem is: even I constrain the two parts of hand and fork, the fork can not follow the hand, So I test it, and found the answer is about the constraint ranking should be adjusted.
Now is working that I adjuts ranking of them.
Acroding the feedback from last week’s dialog shot, I realise this is not good idea and not suitable to treat as homework, so I change my mind to the other dialog and shooting my own reference. this time I want to animate a bad guys character that will be fun.
For creature animation, I try to fix advance. those my reference that i found for facial animation and camara angle
For those of us climbing to the up top of the food chain, they can be no mercy. There is but one rule: Hunt or be hunted.
There also a big problem of the last part of aniamtion, the fork, how to constrain with hand? and how to animate the hand with frok, because the hand which holding the frok is difference, and I just realise my maya work is difference with my reference hand. Ting said, it’s ok, but the holding hand should be the same one.
As Ting’s feedback, I could create two locator and constrain saperate thing, one to hand, one to fork.But my memory of maya constrain is so far away, so I have to go to have look at the tutorial. The two videos below show the parent with hand and stuff process.



This week 15, We start the next advanced shot. This week’s aim is for an idea, and I found a really interesting idea :a special audio and I want to make it like animation shot. At the beginning I want to use just a girl perfrome the two character, actually it’s just like one character but think about two face.


The creature animation still needs some polish, but I learned Seiya’s method for keying the leopard’s feet. He said I didn’t rotating the rectangular control, I was just moving it. And don’t rotate the main controller. You should rotate using the small gear and the little ball.
Suddenly I realise this way really makes sense, and those are Mariana’s feedback gave me last week:
- The hip should up and down cause it is walking
- The shoulder can up and down more.
- The front step can be more. more wild vibe
- leaopart’s head should keep stable, not shaken
After feedback I try to fix the leaopart, but for me, especially creatrue animation, it’s really hard to adjust. Using the reference alone isn’t enough. Animals have so many small details in their natural walk , also like the head movement, how the feet turn, go up and land, plus the rhythm of the hips and chest going up and down.
And I started to search for some excellent animations on the internet, to look at other people how they animate creature.
This week, we should foucus on our dialog shot, and polish it, to make it better and more natural.
Also, this week Creature Locomotion, especially for the cycle and walking at a spot. Ting said:
“Always check your rig before you start animating your creature.”
At the beginning, this cycle is really confusing and not easy to understand, in other word, sometimes it needs a good calculation to better finish a cycle. Every step should be the same as the next one leg, and from feet up— cross the middle —— land should be the same distance. like -12 to 0 and to 12. This has “24” in the middle. In this case. It can be a cycle.

I still need to text the leg step distence, make sure it will not break the bone and lools natrual walking. And when I started to playback , My leopart become more and more separate. and I realise maybe somewhere forgot to adjust.
After cycle, the leg just flows on the ground. and every adjustment will breake the cycle. I feel terrable with this homework and stressed. uh, I doubt myself again. Luckily, the next day, I went to classroom ask my friends help. They said, don’t adjust the first and the last key, that will break the loop.


After my “okey It’s fine” cycle,I start adjusting the middle frame. When I rotate the feet, I used 3 control rig. and it feels like so bad and like robot. I feel like maybe I need more information, so I searching from Youtube try to find some reference more.
This week we have a group work about leaning the knowledge and have a presentation in our class, my part is connected with Bats and hummingbirds. my group menber do other creature like
- Dove
Crane
Eagle
And also, we leand so many kind of animal from other group and their behaivier, how to walk, how to jump.
That I understand about how animal standing with difference part of their body, like some are just toe standing, some are feet. we should learn the fundermental theoretical knowledge then can better understand how to animate the right ways.


For my dialog shot part, I recive the feedback that I need spend more time to catch other people, I already left behind to much. Some feedback is about my problem:
- Tongue should also be animate
- mouth change to zip
- “someone” lip animate
- ” be” should close mouth
- some part should delay 2 frames
- don’t let maya do your job
I think for me, the most challange parts is hand shape, Yulong’s body rig, arms part is really really short, I need adjust southsand time to make sure it will not inside his face or cheeck.

my key frame some time till turn crazy and the arms rigs and hand rig will follow if i turn the body.
This week’s class is an online class because of the tube strike. And actally online class for me is no that good effect than on the classroom, cause some Maya technical problem need help, but is hard to explan and show the real problems. By the way, we also learned animating the overlap action on a game character. I really felt like a sence of encouragement in this time Maya working, because of the last week’s experience, and Ting show us the logical is the same in every overlap which we want to do.
About my dialog faicla animation, the feedback from ting are very improtant for next plish:
- facial eyes should change should be follow the body pose level, just like the principle painting preocess hould be the same level that Facial expressions and movements require synchronous coordination.
- Not be morrior pose
- Jae can be rotate! is not up and down.
- Mouse shape should use Zip control not use left and right, cause mouth always have a line.
- focus on vedio , means first match the vedio then stard adjust animation rythum.