Tuesday, August 24, 2010

section 2

Maintaining a blog can be tricky...while it can inspire you to be motivated to post and stay up with things, they sometimes feel like sketchbooks you get bored with, and as they near completion, draw less and less.

On that note, to get a bit of focus, I'm going to branch my academy teaching blog into 

Don't worry..I'm not going to abandon this blog, and the split should make it a bit more focussed on general animation info.

Friday, August 20, 2010

camera notes from tj


good tips like

"Add a bit of rotation for shakes as well. Rotates can last a little bit longer"
nger (just a little).

Wednesday, August 18, 2010


I'm putting out these rigs fairly quickly, so they aren't up to my usual fussy standard when it comes to rigging. Really, the goal has been to bang out some versions of Norman with the focus on cleaning up the rig to a small degree, and pay attention to proportion changes.

I've been thinking a lot lately about how the proportion of a character has a huge effect on motion style, and how a lot of free rigs lend themselves to stylized animation based on how they seem to want to be animated.

This Norman was revised based somewhat on more realistic human proportions, but diverged a bit into something a little more athletic and possibly heroic. It was actually a great learning exercise for me, since I was forced to really study proportion, analyse why his were off, and got about changing what was needed. Right off the bat, I scaled down 2 of the torso cons so his legs would be more in proportion to the body. Next, the head was shifted down to around 85%, making it more of an 7.5/8' head high character. I replaced the pelvis and leg joints, as it was the easiest way to get wider legs that fit into the pelvic area without making it seem like Norman was wearing a giant diaper.

Monday, August 2, 2010

Norman with minor tweaks

download Norman here

After a few years of critiquing Norman animations, I suddenly feel compelled to pitch in and help facilitate in making Norman easier to animate with and mod, hence, Norman_ACTOR. I always get a lot of questions on how to tweak out Norman, and really, I've never felt compelled to do much until recently. I'm going to continue to mod a few Normans and start to generate a small library that hopefully people will find useful.

The reason is that at the AAU there are many Normans floating around and students who don't have the tech know how to fix them. Also, for beginning animators, the pole vectors are not very intuitive.

I didn't do all that much...just set him up for editing and fixed the stuff that wasn't to my taste.

  • created blend shape source mesh with all the blends set to on...just edit the topology on the orange guy and you're good to go.
  • added space switching to pole vectors
  • added a color channel to the main node.
To come...prop joints with space switching to allow easy object interaction.

Cameron Fielding on dirt and noise in animation

really shows you that blindly polishing your curves is not the recipe for compelling movement.