This exercise not only made me know more about the sequence of head, chest and body movements but also made me realize how important good reference is
The next work is dubbing and editing, and post-work.This project really improved my action level
This exercise not only made me know more about the sequence of head, chest and body movements but also made me realize how important good reference is
The next work is dubbing and editing, and post-work.This project really improved my action level
This week’s task is to continue to make character animation. Since there are a lot of walking animations in our animation, it is inevitable that how to make a smooth-moving animation has also become a difficult problem.
The problem in this version is very obvious. The connection is not natural enough and the hand is very shaking, so I optimized it
The final version looks like I expected it.
Relatively speaking, this is the first time I have made a long walk with character in the project. It is indeed a little difficult, but I will overcome it and make it more perfect. This is also my learning goal next week.
Taking the following video as an example, I did some copying and learning. I am not very familiar with the camera in 3DMAX. It is a little stiff to do
This week, the plan was temporarily shelved due to the overlap with project 1.Make it up next week
My plan this week is to complete the animation of 2-3 shots:
The difficulty of this is that because this is a very realistic project, my action design must also be very close to real people. In order to highlight the terrorist atmosphere, these actions should not be too fast, otherwise, the effect will not meet the expectations.
Another problem is synchronization. When there are two people in the picture at the same time, the action will appear to be a little synchronized and the whole will be unnatural. For this reason, I have Dragged different frames.
This week’s project experience is very important for me. I have learned a lot of skills in handling movements. I will continue to improve other shots next week.
This week I refined this animation, which is really a painful thing in software without curves.
At the same time, a lot of gang shots appeared:
It’s a big challenge for me to repair the upper while ensuring the continuity of movement, so I’ll try my best to repair it.I hope I can get to the final stage next week
In the last week, I finished making the eye beads. This week, I will make the eye sockets.
Of course, the first step is to find the reference (a really important step)
At the same time, I also started the production of my first shot, which is an exploration of our protagonist standing in front of the cave. It will take me some time to design the action:
I will devote all my time to animation next week
This has always been a problem for me. It’s easy to overreact. It’s not natural. So this week, I consulted Mr Michael, got some advice from him, and continued to find references for such weapons interactions.
In this case, I mostly use the method of one frame switching to make the dressing and interaction look more normal.I will finish this part of the lens production next week.
This week, my team members were working in an orderly manner. I also started the second part of the eyes, the production of eyeballs.
Then I made its maps and materials in SP to make it look more like a real eyeball
At the same time, we also determined the final version of the eye socket in the group discussion. Next, I will make maps and materials for it:
This week’s project experience made me more familiar with the production of the mapping process and the proficiency of software.
This week, I made a pose, because 3DMAX didn’t have step mode, which made me very uncomfortable, but I still made the reference pose that I thought was good
Some shots without interaction are mainly to improve the accuracy of the pose, but I still need to strengthen this aspect. There are always cases of passing through in changing hands and binding
My task this week is to design our last monster character and think about the animation. First, I looked for many references, such as crocodile and dinosaur skin, pupil, and eye contour modelling
some reference:
and of course some concept design: that’s what I want
Then there is the process of carving and making models, I use ZBrush and Maya to make this model.
I am not very good at making models. In this project, my carving technology has been significantly improved, and my ability to find references has also been improved.
I will not show more designs. Next week, I will make the Eyeballs model and some maps and materials to make my model look more realistic.