Assignment #6: Sit Part 2

Resources:

  • Sit Basic Guy Rig.
  • Basic Guy Shelf
  • Animation Principles.doc or Animation Principles
    1. Squash and stretch
    2. Anticipation
    3. Staging
    4. Pose-to-pose action & straight-ahead action
    5. Follow-through action & overlapping action
      • Overlapping action example: three-linked pendulum - without | with
      • Follow-through/overlap example: Lt. Dan tail jump (see tail on landing)
    6. Slow-in and slow-out
    7. Arcs
    8. Secondary action
    9. Timing
    10. Exaggeration
    11. Solid modeling and rigging, or Solid Drawing
    12. Character personality, Appeal



    Part 1: Sit Animation

    Last week you worked on the key poses of your sit. These were the most important poses in conveying the emotion and story of your character. This week you will be using those poses to complete your animation, though with one small but important difference in how you animate: you will be animating from a single, fixed camera angle.

    It can be a perspective of your choosing, but make it one where your character's actions read clearly. Specifically, the camera needs to be about 3/4 to the front and the full body should be in view throughout the entire animation. All of your motion arcs and silhouettes should be done relative to this camera. Don't be afraid to exaggerate your poses such that they only look good from this view. However, remember that you still need to pay attention to weight shifts on all sides, as those shifts will still affect how your character moves through space.

    What to do:

    Animate! You are entering the second week of this project with all your reference, planning, and key poses done. The first thing you should do is modify your key poses from last week so they look good from your new, fixed camera angle. Next comes inbetweening. Then the final steps will be splining and finessing your motion. As always, you are encouraged to get feedback along the way. Though the TAs will always be there, look to your fellow animators for feedback as well.

    Part 2: Motion Finessing Review

    For this week's motion review, try to have your animation as close to finished as possible. Since you will almost be done with a two week project, it will be about the time to really polish your motion, and the feedback you receive will be aimed towards helping you do that.

    What to do:

    1. Attend the normal motion review meeting. Have your motion as close to complete as possible. Meeting times are here.
    2. Get feedback on your animation from at least two other students in the 490j class. As with the motion review meetings, try to have as much done as you can. Write down the feedback they give you, take a moment to type it up (it does not have to be in complete sentences, short notes are fine), and send it to the 490j staff by midnight Wednesday (2/18). This is so you can begin getting used to critiquing each other's work.


    General Animation and Maya Tips:

    Playblasting:

    Playblasts are Maya's way of creating a preview of your animation that runs in real time, and is much faster to create than a render. Go to Window > Playblast > OptionBox. Change the option for Viewer to 'Movieplayer', change the Display size to "Custom" and enter 640 and 480 for the two values. Change the scale to "1.00", and check "Save to File" and name it appropriately.

    IMPORT NOTES: The point of playblasts are to get a good preview of your animation. This means that you should hide everything that clutters the screen, and set the camera up to get a good view of your motion (you don't want the camera so far away that your bouncing ball it just a dot!) You will want to hide the heads up display information by going to Display->Heads Up Display and unchecking everything in the list. You will also want to hide all of the animation controls. Since these controls are usually NURBs curves, go to the panel menu and uncheck Show->NURBS Curves.


    Turn-in Checklist: