Assignment #3:
Forward Jump Part 2

Assigned: Thursday, Jan 20th, 2011
Due: Thursday, Jan 27th at 3:00 PM

Resources:


Part 1: Breakdowns

Last week you set the key poses in Maya for a forward jump. This week you will be taking that animation to completion in two phases. The first phase will involve inserting breakdown poses. Breakdowns, also referred to as "inbetweens", are poses added in between the key/extreme poses to further define movement. The goal is to add enough poses such that your animation flows fairly well when played at real-time, and things like motion arcs and overlap read.

In addition to defining motion arcs, timing will be an important factor. Time out your key poses before adding breakdowns. Then, as new poses fill in the gaps, make sure the timing still works. If at any time you find your motion doesn't flow as well as it could, retime as needed (using either the Timeline or the Dope Sheet). Remember: this is an art, not a science! It is also perfectly fine if there are places where several breakdowns are right next to each other, such as around the Jump and Fall contact poses.

What to do:

  1. Time your key poses and add breakdowns to define motion arcs. Pose relative to the same side view you used last week.

    • You should still be working in stepped mode. And, as before, every control should be keyed for each new pose inserted.
    • Pay special attention to how the arms move. They should arc as they swing through the air and follow-through when the character lands.
    • When creating breakdowns you may find it helpful to temporarily switch the tangents to Linear in the Graph Editor and set a keyframe where you want the new pose. This way you have a fairly good starting point. Everything should be moving in a consistent direction and it is less likely that you will run into gimbal lock during the polish phase. Be sure to set the tangents back to stepped after doing this. (Note that this trick doesn't work in all instances.)
    • Save out a copy of your Maya file with the breakdowns.

Part 2: Polish

As a final step, go through your whole animation and set keyframes to spline and then adjust the tangents to create the desired interpolation. You may choose to do this all at once or pose by pose depending on your preference. Keep scrolling through your animation and check to make sure poses don't accidentally overshoot their mark. Make sure that feet don't slide on the ground by setting interpolation type to Flat where necessary. Avoid breaking tangents or using linear interpolation which can result in visible pops in the animation - instead you can set extra keyframes on individual channels or controls to create sharp movements.

Make sure the arcs you defined with your breakdowns are smooth. It may be helpful to place motion trails on various controls such as the wrists so you can see exactly what's going on (In the Animation menu set: Animate → Create Motion Trail).

What to do:

  1. Polish your animation. Spline everything. Fix any timing or animation curve interpolation issues. Just make your animation look as best as you can!

Turn-in Checklist: