Semester 2 Week 11 3D Digital Literacy

I've tried to keep up to date with this project, despite it being secondary to the film, and I think I've done well. I've been able to do this in the breaks between the film project, and I'm on good pace in my opinion.

I'll bring up each one I've been working on, and talk about the status of it, what I'm trying to do, and where I'll go with it. I think there's some feedback I haven't mentioned yet, so I'll try to do it here as well.

This one is probably my favourite. I think it's the one that conveys the most emotion and life-like behaviour. The character seems excited, a bit nervous, and energetic at the same time (to me anyway) I think this one has had positive feedback from Mike. The choice to do it at 12 frames per second was the most challenging part of this animation, since it gave me far less time to anticipate movements and convey weight. I think that I've been able to get the action, the drag, and the emotion out of the movement, but I would like to add some more exaggeration. Alec suggested I make the wave more obvious, so I'll try and do that. Also, I plan on exaggerating his frontflip more, to really get the transfer of mass across to the viewer.

(Note: This may not be the same version that is mentioned below)
On the other hand, this Animation is the one I'm least satisfied with. I think it lacks a sense of mass and timing, and needs a good amount of work put into it. Mike also mentioned that this animation needs more balance in the walk cycle. The current one has a few frames where he's leaning extremely heavily on one foot, and it breaks the illusion. I'll try and fix this, and the timing of the fall, when I come back to it.
The Animation also needs some more investigation into how people fall, since I feel like momentum has been ignored somewhere in my animation.


This one has definitely been the most challenging to me. Having specific tasks for the character to accomplish adds another layer to the task, and I don't know if I began this project the right way. I originally began animating essentially Straight-Ahead, and this method really started causing problems around halfway through the animation, since my walkers' steps became inconsistent. I think that I should have mixed in pose-to-pose in my animating style, like the Survival Kit mentions. I would then have a consistent walk that still has some personality left over. I think the main struggle I had with this run is that the Walkers' feet are too big for a natural looking walk (or run, for that matter). This is another one where Mike again mentioned balance and leg strength, so I'll look at that again.
Next week is the submission time, so I'll try and get these all done.

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