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Showing posts from February, 2024

Character Animation for Film and Games

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Getting dog-walked by walk cycles  Animation is intimidating and brilliant. It is performance, storytelling and very technical. After 3D modelling, 3D animation is almost an entirely different beast. So I decided to break it down :  Page from my journal With prior tinkering in 2D animation, I know a couple of things, but I have yet to be able to execute those theories in practice. Down below are pages of independent study from my journal covering the basics: My home-cooked curriculum from 2023 HOW DOES THIS MOTION FEEL?  This is an important question I ask when critiquing my many attempts at walk cycles, posing and breakdown poses. I can gauge whether something is working based on the way it feels. As humans we can tell when something ventures into the uncanny valley, it's the same with movement, any slight hesitation, glitch or jumpiness and you can tell that something is off. I rely on this intuition. ANIMATING IN 3D:  At present, I have some undeniable but big q...