Advanced Animation / Project 3

12.6.2023 - 9.6.2023 (Week 11 - Week 14)
Moey Jo Min (0350567)
Advanced Animation / Bachelor of Design (Hons) in Creative Media
Project 3

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INSTRUCTIONS


Project 3: Physical Action Sequence Animation 


Fig 1.1 Project 3 Instructions (12.6.2023)

For out final project, we are required to animate a physical action sequence by utilizing the knowledge we have gained in the previous tasks. 


Fig 1.2 Reference (12.6.2023)

This is the reference video that I am using for this project. I selected this because I thought that the action is very suitable to play around with the camera focal length to create dynamic scenes, and I want to try it out. 


Fig 1.3 Rough Sketches of Poses (13.6.2023)

I drew some rough sketches of the poses to help me better understand the action that the person is doing. 


Fig 1.4 Storyboard (14.6.2023)

This is the storyboard that I sketched out. I planned to explore the camera angles and focal length, as well as animate the camera movement. 


Fig 1.5 Modelling Weapon (14.6.2023)

I modelled a simple weapon for the character to hold. 


Fig 1.6 Shading Weapon (14.6.2023)

I looked for tutorials on YouTube and shaded the weapon using the nodes. 


Fig 1.7 Blocking (14.6.2023)

I keyframed the extremes and breakdowns to create the blocking animation. 


Fig 1.8 Polishing Action Animation (30.6.2023)

After I have keyframed the extremes and breakdowns, I polished the animation with the graph editor and added necessary keyframes when needed. I was quite confused with the graph editor before this, but I eventually figured out what can be done using the graph editor, and I became more familiar with it. 


Fig 1.9 Animating Weapon - Child of Constraint (26.6.2023)

I was using the Child of Constraint to animate the weapon at first. However, the action involves switching hands and I couldn't find out how this can be done. The weapon somehow won't stick to the other hand as I adjust the influence. 


Fig 1.10 Animating Weapon - Keyframe (1.7.2023)

Due to time constraint, I decided to animate the weapon by keyframing it manually. It took me one whole day to complete it, and I think the outcome looks fine. 


Fig 1.11 Animating Expression (1.7.2023)

After I am satisfied with the animation of the action, I animated some simple the facial expressions to enhance the storytelling. 


Fig 1.12 Animating Camera (2.7.2023)

Later on, I animated the camera movement. At first I wanted to cut in between the scenes instead of animating the camera, but I felt that it might turn out chaotic as the whole animation is not very long. I tried animating the camera first, and it turned out quite nice. So, I decided to go with it. 


Fig 1.13 Editing in Premiere Pro (2.7.2023)

I rendered the animation and compiled them in Premiere Pro. 


Fig 1.14Attempt 1 (2.7.2023)

This is the first outcome. Mr Kamal suggested that I render using Cycles and fix the awkward shadow by adjusting the lighting. 


Fig 1.15 Amendment (7.7.2023)

I made some amendments based on the feedback received. For the background, Mr Kamal suggested that I extrude a wall from the plane so that the plane doesn't abruptly when the camera zooms out. However, I struggled to get a nice lighting for both the character and the background. So, I scaled the plane up, and it looks less awkward in the wide shot scene. 


Fig 1.16 Attempt 2 (9.7.2023)

I rendered the animation using Cycles and compiled them in Premiere Pro. This is the final output. 


Final Project 3: Physical Sequence Action Animation


Fig 1.17 Storyboard - PDF (2.7.2023)


Fig 1.18 Final Project 3: Physical Sequence Action Animation (2.7.2023)


FEEDBACK

WEEK 12

General Feedback:


Specific Feedback:
Nice storyboard. The animation looks fine currently. Will demonstrate the Child of Constraint later. 


WEEK 13

General Feedback:


Specific Feedback:
The animation looks nice. For the camera, I can animate the camera movement or render the animation from different angles and edit it. For the hand switching of the weapon, maybe I can try having two weapons parented to each hands and switch them on and off. 


WEEK 14

General Feedback:
Moving hold is like a slow in, but super slow. The movement shouldn't be too much. 

Specific Feedback:
Motion wise is good. The shadow and the plane at the final scene looks a bit weird. Extrude wall from the plane so that it doesn't end abruptly. For the lighting, use one area lighting, so that it doesn't create multiple shadows on the ground. Use Cycles to render for better quality. 


REFLECTION

This project was quite fun to do, but it took way longer than I expected. The animation for the character's action didn't take up most of my time, it was actually the animation of the weapon he is holding. I couldn't figure out of to make the Child of Constraint work, as the character switches hands while holding the weapon. Due to time constraints, I had to keyframe the animation of the weapon frame by frame, which I took one whole day for a 5-second animation.  It was really stressful as other assignments were piling up, and I was afraid that I wouldn't be able to sort things out on time (Luckily I did :D). 

After 14 weeks of learning 3D animation, I have a basic understanding of how things work. I have learnt a lot throughout the semester. Compared the 2D frame by frame animation, I kind of enjoyed the process of 3D animation more, as it is more flexible that allows you to make changes at any point. During my semester break, I want to explore more on rigging, because we didn't have enough time to cover this part. 

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