Bone structures for
animation, within the creation of animation characters must first be rigged and
skinned to be able to create the motion this process begins through the use of
3 different rigs those are as follows CAT, Biped and Bones. A CAT rig or
Character Animation Toolkit was the base method used within 3DSMaxx for
animation. The next one we can use is a biped rig this gives you the base of a
human body to skin the model this is considered to be one of the easier ways to
rig a character and finally we have the bone rig, this is a process of adding
the bones to the body which will then need to be skinned making the character
move with the body.
Looking online for the
different animation processes within the industry was hard to find as the
information seems to be hidden for the companies, however I did find some
information on animation pipeline which enabled me to collect some information
on the process and as I was looking around online I came across a channel on
YouTube called New Frame Plus, this is a channel that take apart animations in
games to find things that they could improve on for example the Skyrim mining
animation, they try to change this into something more dynamic than the current
animation cycle that is used for this process because the animation that is
played is very simple and repetitive. I also found a channel called GDC which
talk about animation in games from animators who have worked in the industry for
many of years, finally I looked at No Clip a channel in which they talk about
the whole creation process.
Through watching the
GDC channel I came across a video talking about the physics for the animation
in Uncharted 4: A Thief’s End. In this video they talk about a rigid body and
each one of these have associated joints, a body mass to create the weight,
friction, restitution which aids in the bounciness of the body and finally an
inertia tensor which helps in the rotation of certain body parts along any axis
the higher the inertia tensor is makes the model more stable. Linear damping
reduces the linear movement of an object over time and angular damping is the
same for the rotation of the object, there are 2 different constraints for
animation those are hinge which is mainly used for elbows and knees and the
ragdoll constraint which is for the remaining body parts this is used to create
the most realistic motion for a human body.
https://www.youtube.com/watch?v=7S-_vuoKgR4
As my final film is a
short story about a little girl and her lost balloon I aim to look at different
animation shorts where an inanimate object was used as the center piece of the
movie, I have already looked at shorts like Disney’s The Blue Umbrella as this
is where my main inspiration comes from. Disney’s Paperman was a nice short
story about love and this was made just from the clever use of a paper plane
and from watching this I liked how they made the paper plane the center focus
of the film with the animation, however they were still able to keep the
realistic motion of a paper plane.
During this process I have
pitched my animation idea and shown some of my scenes to my target audience this
being younger kids of 7+ and from this I saw that they have thoroughly enjoyed
what they have seen so far and are looking forward to seeing the final product.