Wednesday, 22 April 2015

animatics

Animatics

This is my part of the group animatic which I really slacked on, mostly because I was focusing on other modules instead of this at that time.


Final group animatic
Final animatic with my piece in it, haven't contributed much on this, but my group-mates did a great job!

animations for group

'Ninja kill' animation
I didn't use any of the trax editor in these animations, although I tried and it was a bit too complicated for me and it didn't really work, my team-mates also tried using it but no success. As for this animation, hardest part was to make him run, animating all the movement turned out to look really wonky and 'broken' which I couldn't really fix despite how hard I tried. So far it looks ok, best result I managed to get.

'Camp pick-up' animation

Push animation

Rendered 'Push' animation!

Looking decent, had some trouble making it look good at the ending, still not the best outcome but that's the best I could get so far.


*You can click first and second videos quickly to see animation from both sides!

Push!

'Push' animation

This one was a bit harder, I didn't really knew how to start doing it, so I've positioned my character and started with these poses. Editing and putting key frames in between those poses was what I did, it's probably one of the easier ways to do it, not sure if it's the best though.





Run cycle

Run animation cycle



For some reason this cycle comes out a bit wonky when rendered, in Maya it looks nice and clean while rendered video makes his head drop and look kinda broken, tried to fix it in Maya edit the animation a bit but still after 7-8 re-renders it's still not as good as it it in Maya, not sure what is going on in there.

EDIT: I've fixed it but had to remove some detail from this animation

Walk cycle

Walk animation cycle


Second animation cycle I did, just a simple walking cycle, we got a nice lecture/tutorial on this to put us on the right track, not too hard to make, although after I thought I'm finished with it, Roisin looked at it and gave me detailed feedback of what needs to be improved on the animation which I didn't even notice at first. The animation cycles even when they're really simple and not much detailed, putting a slight unnoticeable rotations/translations in, really gives it more life and improves overall look and feel of it.

Idle breathing cycle

Idle breathing animation cycle

This is one of the first animation cycles we've done this year, not really complicated, good for starting to work on animation cycles for games. Before this module, I didn't really knew how game animations work, as for cinematics its simply just animated characters, but for animations to work in actual game every animation needs to be a cycle which could go for long periods of time without attracting players eye with some small detail that loops over and over again.





couple more screenshots of character stances, ready for combat

Tuesday, 21 April 2015

Short backstory

   ' This man once was training kids old Japanese martial arts in his private Dojo, but now as world gone into chaos, with this horrible plague spreading across the globe turning living into wandering, dead creatures, He, has to put skills practised for years into action. Using Katana sword left by his grandfather, The Hero tries to cleanse the whole world(or at least some of it) from this unstoppable plague! '