Im on holidays for both uni and work, so I finally got to finish this old idea. I got it actually... a year ago, while visiting friend in Amsterdam. Now it kind of fascinates me, that I captured it pretty close to the original vision. Some already noted that this piece seems unlikely to my style. Something fresh then, I guess...
Execution was very quick, everything seemed to fall into places withought much of trouble.But then again, it is only a sketchy painting. I guess the Italian approach of "working" in the head and thinking about an idea was what helped :D To create the feeling a driving decision was colour palette choise of 3 colours , two complimentary green and purple, and one which sits directly in the middle of them - bright yellow.
22 Dec 2011
21 Dec 2011
Good Wolf's 3D Concept
I have read a while ago about this new approach artists are using for creating beautiful .. 3D Concepts. It involves making anything from making a quick 3D maquet to resolved 3d models and bringing them later to photoshop to push the visual idea there. This is my first attempt, the 3D concept of Good wolf.
I was trying to blend the the character in the scene seamlessly. I also used a more dynamic angle, so it made the task more interesting. Perhaps there is some conflict between the very defined 3D model of the wolf and very stylistic and relatively loose environment.
I’m hoping to do something similar for the Evil Wolf as well and then finally my family will arrive and it will be time for Christmas :]
I was trying to blend the the character in the scene seamlessly. I also used a more dynamic angle, so it made the task more interesting. Perhaps there is some conflict between the very defined 3D model of the wolf and very stylistic and relatively loose environment.
20 Dec 2011
WW Character Presentation Video
Here is compiled character presentation. I chose to show characters in contrast to each other: how obviously different they are in modeling , texturing approaches, and how the time-lapsed animations also embody that difference. To solve some funny perception issues (they looked like about to sniff each other) I have posed the characters slightly differently and increased the distance between them, Hopefully that does it. As for soundtrack, I Used Dave Keefe's earlier soundscape tests.
16 Dec 2011
Wolves Sliding Jump Animation
Sliding jump animations for both of the wolves have reached a decent stage. With these animations I was trying to emphasize the gracefulness and lightness of the good wolf. He jumps high in the air and lands dynamically. For the evil wolf I was emphasizing his heavy mass and an ice-like materiality. Therefore, as he lands down, there is a notable sliding and anticipatory crouching.
15 Dec 2011
Wolves Character Turnaround Development
While working on project's animation, character turnaround development is taking place. I have an idea to present each wolf seperately covering its topology, scultpural form and texturing. I have not decided yet if each character should be presented posed only or animated ( for example if animated, they would be on a slow motion run cycle).
At the end of character presentation I'd have both of them in full colour posed together to show the contrast between the two designs.
At the end of character presentation I'd have both of them in full colour posed together to show the contrast between the two designs.
14 Dec 2011
WW Updated Soundtrack Test
Here is the video to show how the soundtrack was changed. We asked our composer Dave Keefe to add more beat for the build up till the very end of the soundtrack. He came back with 3 minutes long of soundtrack, and this was edited and combined with the original version.
Feedback very Welcome, as I am to pass a word to him if this is what we needed or if there should be some other changes.
Mind, that I’m using relatively old animatic without updated scenes from pre-viz.
Feedback very Welcome, as I am to pass a word to him if this is what we needed or if there should be some other changes.
Mind, that I’m using relatively old animatic without updated scenes from pre-viz.
Landing and Sliding Jump animation
Lately I’m working on Good wolfs landing and sliding jump animations. These are examples of first pass animation, which later will be further defined and adjusted to the scenes.
There were no longer any reference images from Muybridge, therefore I have looked for some videos on youtube and print-screened some key frames to inform my animating.
I am aware that the sliding jump animation seems to rely on translate keyframing, meaning the body seems stiff. I'll revisit this one after some time off, as I found it is worth animating back again with a fresh eye.
There were no longer any reference images from Muybridge, therefore I have looked for some videos on youtube and print-screened some key frames to inform my animating.
I am aware that the sliding jump animation seems to rely on translate keyframing, meaning the body seems stiff. I'll revisit this one after some time off, as I found it is worth animating back again with a fresh eye.
12 Dec 2011
Trotting and Jumping Quadruped Animation
Here is another video of refined evil wolf run cycle. I've referenced oxes this time too so to add the heavyness in the run cycle. Also, for the good wolf I'm working on jump and flying animation
8 Dec 2011
Wolves Run Cycle Animation
The animated sequence presents both wolves trotting. I’ve laid out the base animation which will be pulled for scenes. The second pass of animation will be done once they are put within the environment and the particular situation. The key achievement in these sequences are the proper use of the animation handles so there is no twitching anymore. Also and again, Muybridge’s photo sequence of dog run cycles were invaluable reference source.
7 Dec 2011
Wolwes Within Title Opening Sequence
To change the routine of learning quadruped animation I've worked on the title opening sequence. Quite simply , using after effects, I tried to make a nice introduction of the title. Having in mind the animation is talking about intricacies of our mind/soul I tried to build relatively surreal and dreamy feel to the sequence. I suppose,and again, having the title quit early on will be usefull for other videos such as character turnarounds ect.
revisited title :
revisited title :
5 Dec 2011
Good Wolf's Walkcycle Test 1
This is today's first attempt in animating the basic quadruped walk cycle. It is not stylized to suit the character type, I focused on basics first.. .which actually were/are quite hard to get . I have followed Williams' Animator's Survival Kit.
7 hours of animating and I have a pain filled walkcycle. At the moment it looks like the wolf is walking rather in pain. :D But it really helps as a starting point to spot the problems and areas of focus. All in all, this 1 minute long animation is a luxury to focus on quality instead of the quantity, which was the case in 4 minute long Ivan the Bird animation. I find that after this exercise I’m in a much better position for the future attempts. For example, there is way too much action in the upper spine (neck area). Also, there are some problems, which I guess are coming from the rig: legs twitch at times.
Also, as I was animating other problems became evident and I attempted to fix them, such as skinning problems, or shape deformations in legs particularly ( I now have created an overall blend shape sitting on top of all the other ones, so that geometry could be easily altered from scene to scene if needed )
So… 6 seconds of arguably crappy animation, but it doesn’t feel like a loss today. And hopefully during this week's time there will be those better animations.
7 hours of animating and I have a pain filled walkcycle. At the moment it looks like the wolf is walking rather in pain. :D But it really helps as a starting point to spot the problems and areas of focus. All in all, this 1 minute long animation is a luxury to focus on quality instead of the quantity, which was the case in 4 minute long Ivan the Bird animation. I find that after this exercise I’m in a much better position for the future attempts. For example, there is way too much action in the upper spine (neck area). Also, there are some problems, which I guess are coming from the rig: legs twitch at times.
Also, as I was animating other problems became evident and I attempted to fix them, such as skinning problems, or shape deformations in legs particularly ( I now have created an overall blend shape sitting on top of all the other ones, so that geometry could be easily altered from scene to scene if needed )
So… 6 seconds of arguably crappy animation, but it doesn’t feel like a loss today. And hopefully during this week's time there will be those better animations.
Ident Animation
Near in the future there should be quite a few new videos released with tests of animation, character turnarounds, (possibly production video) , so I needed a little "signature", simple but a more sophisticated than the still image.
And here is the revisited version:
And here is the revisited version:
3 Dec 2011
Researching Quadruped Animation
The project is stepping into other stages of animating. A challenge of animating quadrupeds asks for some better research into approaches and techniques. To start with I have looked at real life references. BBC Motion gallery and Frame Pool websites offer a great deal of sources.
For instance there is a variety of videos of wolves and dogs in differing situations. Time lapsed videos and those X rayed ones were the most informative.
At 11 second club , a website for animators, the topics of how to animate quadrupeds directed quickly to Edward Muybridge’s Books. The animators have discussed the images are as useful as giving 70 percent of the entire animation. Therefore this will too be the key source for animating the wolves.
Another hugely useful thing to do was to read about the general breakdown of dog’s move. Apparently, there are mainly 5 types of movement dogs/wolves do:
Diagonal walking – diagonal legs move simultaneously at the same direction
Pacing - legs on the same side of the body move at the same time and direction, there is more roling in the body than in trotting
Trotting - (inbetween walk and sprinting) legs move in diagonal pairs, leghtening the distance of coverage , but not in simultaneous order , so that one of the feet is on the ground
Sprinting – ordinary run
Galloping – moving in a series of leaps , front legs then back legs hit the ground , barely touching the ground. (looks like flying).
The animation will be aiming to build a believable yet stylized animation, so I also looked at some existing animations of quadrupeds. Most interesting seemd to be Andreas Deja, animator of The Lion King’s Mufasa character take.
In his opinion building animation of animals one has to suggest real animal qualities but in humanized shape (with expressions and body language, behaviour). Also, there are no hands which help to express a great deal of ideas, therefore the concentration goes onto the overall pose attitude, angles of head, face.
Some other references are films which showcase some wolves animation, such as The Secret of Kells (2009), Princess Mononoke (1997), The Lion King (1994).
Some other references are films which showcase some wolves animation, such as The Secret of Kells (2009), Princess Mononoke (1997), The Lion King (1994).
So far this was the initial research before going to animating the characters.
30 Nov 2011
Good Wolf's Resolution
Again, for his texture resolution I used the standard colour pass and added ambient occlusion bake and bump passes. A note for bump: I tried to reach a snow qualities of his fur. A simple noise worked rather nicely. I believe now the texture doesn’t look like pottery painting.
28 Nov 2011
Evil Wolf's Texturing
Much like for the doll's texturing I've used mental ray shaders, colour pass and ambient occlusion bake-in. The Bump map was applied only for the face (Nose and around the eyes) oppositely to the initial idea to make it scratchy and worn. I've figured that a deity type of character perhaps wouldn't be physically "damaged" as it is more of a spiritual embodiment.
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