Showing posts with label basic ball animation. Show all posts
Showing posts with label basic ball animation. Show all posts

Sunday, November 4, 2012

Fundamental Pose


The 3 Main Principles of Posing.

1. Staging of the Shot
2. Line of Action
3. Pose Design

Pose-to-pose action is an important tool in computer animation. Objects are built in a hierarchy, where each layer of the hierarchy has an associated transformation. Animation is then built up one transformation at a time from one pose to the next. For example, when animating a person walking, you would first set the pose position for the hips at the start of the motion, then you would adjust the hip translation for the end of the action. Then building upon this original pose, you would transform other objects in the model, until you had traversed the hierarchy.
All of your actions must be well thought out, and the timing and poses planned so that even in the early stages, the action is clear.
'Key poses', ‘key drawings’ or just 'keys' are terms used to describe those critical positions of an animated character or an object which depict the extreme points in its path of motion, or accents in its expression or mood. For this reason they are also called 'extremes
 Pose to pose animation is a term used for animation. The animators draws key poses for the characters and then let twiners generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image.
Straight Ahead Action
Straight ahead action is so called because an animator literally works straight ahead from the first drawing in the scene. This process usually produces drawings and action that have a fresh and slightly zany look, because the whole process is kept very creative.


 Now the Line of Action in a character is one of the most important aspects of posing. How you pose the character I believe will determine how much smoother your animation will flow from one extreme to the next. I never realized it early on but having really strong poses can actually make your animation easier when you go from your blocking to splining. It will also help your animation read clearly


 pose-to-pose animation, the animator plans his action, figuring out just what drawings will be needed to animate the scene. Pose-to-pose is used for animation that requires good acting, where poses and timing are important

Sunday, October 7, 2012

fundamental leg walk animation

Leg walk animation

Basically animating a walk merely requires producing tow extremes or key positions and in-between them a logical way unfortunately however the human body is a complex piece of machinery and does not lend itself easily to simply procedures.
the main action is walk stems from  the legs and the lower body so we will begin by concentrating on thse parts.basically a walk is a continuous series of steps.


                  note > all walk are different not two people in this world walk the same
                                                       leg walk planning out put
                                                          maya final leg walk out put
                                                                           
ti is good rig
 if u want to this rig click hear  http://www.creativecrash.com/maya/downloads/character-rigs/c/moom-version-3

Tuesday, July 31, 2012

Fundamental Ball Animation 1


Finally also had to submit our planning for  animation. 
ball animation is good for timing and spacing 
know i had learn this planning what is timing and spacing   
Before we get on to the nitty-gritty of animation timing it might
be useful to briefly cover the principle that underpins film and
animation, and to understand how the illusion of movement
When a ball is thrown into the air vertically it will initially
accelerate proportionately to the force applied to it; it will
gradually slow down until it reaches its apex. The height the
ball achieves is determined by the force with which it is
thrown. Gravitational forces that apply themselves to the ball
counter the initial force applied to the ball. This will result in
the ball slowing down until all the energy initially applied to
the ball is expended. The ball will then stop, albeit for an
instant, before beginning to accelerate as it travels
downwards again. If it were possible that the ball could be
thrown hard enough it would reach such a height that placed
it beyond the gravitational pull of the earth and it would begin
to orbit the earth
We can see that the dynamics of a thrown object are not only
determined by the force applied to it to make it move in the
first place, but also gravitational forces. This gives us a
particularly distinctive arc.

ball animation planning

ball animation maya work