Big Dog Animation
In this exercise, we are to animate a "Big Dog" when it is kicked from the side - and to show the actions of it losing its balance and trying to regain it.
i) If engineered or programmed badly, BigDog would fall over. Watch the full video again, and describe how BigDog’s legs move while walking– ie. what is the sequence of leg movements for one complete step? Use the terms BL, BR, FL, and FR for the back-left, back-right, front-left and front-right legs.
The legs that move at the same time will always be diagonal to each other. For example, the FL and BR leg will move then the FR and BL leg will move. Thus its : FL and BL moves forward, FR and BL moves foward, repeat.
ii) Explain how this sequence of movements manages to balance BigDog’s body weight.
As the center of gravity is at the middle of the dog, if the dog were to use its 2 right legs to stablize itself then it will lose its balance.
iii) Look at BigDog_kick_slow_motion.mov. Draw a storyboard of BigDog stabilising itself after being kicked.
Reflection:
When attempting this exercise, I applied all the principles that I stated in the post below (Spiderman weight shift). I found this exercise to be simpler than the spiderman weight shifting. I had to use ease in and ease out to give a sense of impact when the dog was kicked and when it tries to regain its balance.
Also, I had to stretch some parts of the timelime to be longer.
Lastly, I edited the graph editor to give it more life. The middle part where the dog almost lost its balance.
Animating Spiderman.
The video above shows an animation of spiderman weight shifting.
In this exercise, we learnt how to do the basic 3 steps of layering.
1. Key Poses
2. Stretching the timeline
3. Graph Editor.
By obeying these 3 steps, we can create animation that is Pose-to-Pose instead of straight ahead.
Straight ahead method is not good because if the animation is not well done and needs editing in the middle of the animation, the animator will have to redo the entire animation. However, when using pose-to-pose, if the animator needs to do editing, he can just edit the key poses.
From there however, after all the key poses are done nicely, the animator can proceed to do the detailed straight ahead method to make the animation more realistic. But that is only good when your key poses are already solid.
Reflection:
In this animation, we learnt basically 2 things. Ease-in ease-out and anticipating.
Without ease in and ease out, the animation will look very static. In the lab, our tutor gave a demostration of using 2 balls, 1 with ease in and ease out, 1 with just a normal animation. From there we can see which animation looks more dynamic and realistic. So, we must have some fast actions and some slow actions to make the animation more realistic.
Anticipating is the weight shifting of the model. As spiderman shifts his hips from left to right, the rest of the body must follow in a realistic way. For example, when the spiderman shift his hips, his feet that the weight is not acting on will shift first and then followed by the other feet.
In this week, we learnt the basics about posing. The picture above is the spiderman I modelled after watching the reference posted on olive.
This spiderman was done at school. I consulted my lecturer about it and he said that my side view has a little problem. The spiderman is leaning too far forward.
He also mentioned that the legs were too spread apart. However, I followed the reference image and therefore retained the shape of the legs.
Thus, I edited the spiderman so that he doesn't lean so much forward.
This is the spiderman that I came up with after that.
I created a cube and subdivide it. In the picture above, I was selecting the faces needed to extrude to form the legs of the cow.
In this picture, the arms and the legs are successfully pulled out. No problems at this point of time.
After that, I began to sculpt the shape of the cow by editing some vertices like shown above. However, slowly, I found out that I had used too many sub divisions which made it harder to edit.
Because of the problem stated above, I restarted the model and used less sub divisions. In the picture above, I've almost finished sculpting the top shoulder part.
I moved on to sculpt the stomach of the cow. Manipulating some vertices, I made the stomach protrude out a little to mimic fats.
In this picture, I edited the vertices such that the flow of the body shape to make it a little more realistic and less "boxy".
This is the result of the semi-finished sculpting of the body. Why I said it was semi-finished is because along the way later, I did some renditions to the size of the hand, legs and edge flow.
I moved on to create the hand. To do this, I created a box and sub divide it. I extruded the thumb and the 3 other fingers from the box. To make the thumb curve slightly, I played around with the rotation tool and move tool.
As you can see here, I altered the transformations to make the hand looks more realistic. I also manipulated the edges to create a smoother edge flow. After the hand is completed, I extruded the wrist part to form an oval shape as shown above.
In this picture, I merged the hand to the arm on the right half of the body using the merge vertices tool. I faced some problems here such as extra edge loops and vertices - so I did a cleanup by deleting these extra edges and vertices to ensure that the merge is successful and looks good.
After merging the hand, I deleted half of the body and duplicated special it. After that, I joined the 2 body parts together by merging the vertices which will form the picture you see above.
Finally, I deleted the faces on the location where the head was supposed to fit and extruded the edges to form what you see above in the picture. I did the same to the head. I joined them by merging the vertices.
At last, this is the final image. I edited the perspective of the model so it looks better by enlarging the head and make the arms smaller and shorter.
Learning process:
In this assignment, I experienced the basics of modeling a cartoon character. I found issues moving to organic modelling which is quite different from modelling unorganic objects. The human body is not easy to model not because of the shape, but to maintain the proper edge flows and topology is important to allow the texturing and animation to be smooth.
I faced problems along the way in which I had to totally restart the model. In my process shown above, I have restarted the model only once that is because I practiced before hand. If I was a starting modeller, I think I would have to restart many times to get used to modelling organic models and maintain a good edge flow.
I feel that this model is mediocre. I still want to improve my model even further and will continue practicing till I get the hang of it.