Thursday, 7 March 2019



 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.

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