Thursday 31 January 2008

Human Body Movement Study

KID WALK

Again these are examples of 2D animation from youtube the so a great sence of charater and







APE WALK'S

These are clips I found on youtube of a 2D walk cycle's/interaction I think they display quite a good sence of the uderstanding in weight and timing this would be a good example to base my 3D walk cycle on also the looks of the characters and there design's in question are each different example's and also have a very unique style.





Wednesday 23 January 2008

Start of New Project CVA 204 Industrial Exercises1 Project Brief

The brief has given alot of projects to chose from but I have chosen option C the brief says:

Brief C: Character Design
Source: Jon Beeston
Editor -- Axis Animation
http://www.axisanimation.com/

“We would like your students to design and animate some characters for us for a potential animated advertisement for London Zoo. We are thinking about using a visual style that reflects traditional “Claymation” techniques but will be generated using CG processes. The characters should be worked up from the following list:”

1. Willie Billiams – “A hyperactive nine year old on his first visit to London Zoo with an obsessive interest in creepy crawlies.”
2. Pocahontas Billiams – “Willie’s sister, she’s seven years old but much more relaxed and more knowing than her sibling. She wants to be a gorilla.”
3. Wilhemina Billiams – “Willie and Pocahontas’s grandmother, she thinks everything smells bad and is worried that a chimp or one of those nasty bonobos might escape and “Poo in her hat.””
4. Wee Eck McGlone – “London Zoo’s long suffering head keeper sixty, bald, curmudgeonly, Scottish, fiercely patriotic and obsessive about sweeping up dung.”
5. Cornelius – “A middle aged silver back gorilla, the most civilised and sensible occupant of the zoo by far.”

“Your students should consider the following points when working through their character designs:”

“If they work in 3D then they should concentrate on two characters from the list per animator.”
“If they work in 3D then they should be using one of the major 3D packages, i.e. Maya, Lightwave, or Max. The characters should be fully modelled to a maximum resolution of about 100,000 polygons, decent texturing is vital, we won’t accept a model alone at this stage. The model should be rigged”
“We expect to see support work on paper, development drawings and character sheets that should include orthogonal views, i.e. front, back, top, and side, and a more expressive drawing of the character in a typical pose.”
“We would like to see some expressive animation sequences that demonstrate the functionality of the rig and also character performance.”

Friday 30 November 2007

Light House Textured

These are screen shots from Maya of the light house I modeled with textures from filter forge using the cylindrical mapping for the base of the building and planner mapping for the turret and the windows.



Gramophone Textured

These are the textured examples of the gramophone most of the textures are from filter forge with planner mapping exsept for the phone that was done with planner and cylindrical mapping with a gold textureI found on google.



Thursday 29 November 2007

Monster Maya Prints

Both of these are both of the characters going to be used in the project I have given them the nick names Depression and Overbite. Depression will be very small but on the other hand Overbite will be gigantic.

Pen and Paper