Skip to main content

Cure - Tidying Animation

Between myself and Ryan, we've got all of the animation done for Cure, now it's time to go back and tidying up any mistakes and fix any glaring errors. I've pulled together a video with all of the animation in order (Apart from the introductory walk cycle) and now I'm going to go through it and try and pull out any obvious errors. At the same time, I need to go through the clips after she attaches the "Cure" and add it in for continuity. I also need to add in the "Dead Polygons" before I export to Unity and after that I want to add in any animation required for polygons falling off her. Phew, lots to do!



So the things that need improvement from this video are the points where mine and Ryan's animation mix. I didn't realise until I pulled it all together how different are styles are and I need to smooth out that transition. I also need to cut down some shots and extend some shots. Specifically where she picks up the Cure needs to be a little faster and when she sees it needs to be a little longer.

In other news, here's a concept piece that I never uploaded!

Comments

Popular posts from this blog

Cure - Advanced Skeleton 5

I spent a fair chunk of the day yesterday playing around with Advanced Skeleton 5 in Maya and honestly, it's amazing. I wasn't sure how well it would work with my model because it is so low poly but I came out surprisingly well. So Advanced Skeleton gives you the joints from a template and once they're all lined up you can build the controllers to see how it will move. Because you do all of this in stages, you can change and update the rig at any point.  There are a few different methods to bind the skin and this is one of them, but in the end I didn't use the Skin Cage because it didn't seem necessary for my model. Once the body rig was done I spent a LONG time trying to get the facial rig to work. I was clearly doing something wrong the first few times I tried it because it worked just fine when I sat down and worked through it step by step! The skeleton also comes with pre-made walk cycles so I put my character into these to see how the de...

Cure - Animation Tests

I created a really simple and rough animation to test out a kind of animation style I had been looking in to. I know I don't want something smooth or too natural looking as it wouldn't match the character art or environment. I recently saw the Into the Spider-Verse trailer and was really intrigued by this kind of 'stop-motion' style of animation so gave it a go in Maya. I tried the animation with auto tangents before switching to stepped tangents on every 2nd frame and then every 4th (roughly). I actually really like 4s but I want to see how this looks with a full body animation rather than just facial.

Cure - Story and Unity

On Monday we had a chat with Mark Grindle again, having met him first in October. We all went through out projects and he helped focus our ideas before we begin final production. Cure has been a little stagnant since we started the Going Live projects but it has always been in the back of my mind. I've looked into scene set up and even mocked up a rough poster. However, after running through the idea with Mark I think it's clear that I need to strip it back even further. I want to keep the core of the story and the themes of mental health and depression. Mark seemed to really like the idea of a fragmented world and the idea of shifting from chaos through to order so I want to take that idea further.  Our character should begin in a fragmented world, chaotic and in constant motion but when she finds her 'cure' the world stops and settles but nothing changes: She has still lost parts of herself (I might remove the piles of dead polygons) and the world is still ...