(Animation) Dragon Dan's Pec Playtime
Animation link: https://mega.nz/#!dmxUwCTC!qHUKBy9GzFmzIxbr-e8BeZJsRi-cQCsjP5n6U_7GIQU
Front angle only: https://mega.nz/#!1q5kGa4S!uX1HMZySUlv6wIIB-TMyBY-O91HQLRNXcCzEuQ6qIKU
Gif version: https://mega.nz/#!5iwCgAoA!CFamlLMqLlnKhRYRcxHXGaAg3TnaQC0PGa2eZdG9MNU
Top angle only: https://mega.nz/#!ciogHYwC!xzpzCuXv19bhPIq3yr8cjJydceXwdqDriymipyD5uQc
Gif version: https://mega.nz/#!J7oWjSzb!p9X5kOo3wYEP2ngeR-DS16dg5PxecNX9BZ2xS92hos0
Dynamic angle only: https://mega.nz/#!dvpChILC!iqSg5t3Oac2JzdJX32umiUR78KWvpNWrb8pVrWBxw6g
Gif version: https://mega.nz/#!huoEkKLA!KicO8e_Upm8m0Y4w7lxQNefh_I3es59zcKRL6dOXwR0
While Rec and Marvin Moosebeef were having a nice chat while strolling the city, a certain enormous dragon spotted them and decided to have some fun.
What started out as a fun "what-if" conversation between me and
DragonDan1989 inspired me to try my hand at animating him, and I ended up having a blast! I got a bunch of practice with animation due to a class on it I took last semester, and I wanted to try it out on my characters. My rigs held up well, Maya was surprisingly stable throughout, and all in all it was a ton of fun making this short loop.
The background environment is from https://unrealengine.com/marketplac.....ygon-city-pack
Front angle only: https://mega.nz/#!1q5kGa4S!uX1HMZySUlv6wIIB-TMyBY-O91HQLRNXcCzEuQ6qIKU
Gif version: https://mega.nz/#!5iwCgAoA!CFamlLMqLlnKhRYRcxHXGaAg3TnaQC0PGa2eZdG9MNU
Top angle only: https://mega.nz/#!ciogHYwC!xzpzCuXv19bhPIq3yr8cjJydceXwdqDriymipyD5uQc
Gif version: https://mega.nz/#!J7oWjSzb!p9X5kOo3wYEP2ngeR-DS16dg5PxecNX9BZ2xS92hos0
Dynamic angle only: https://mega.nz/#!dvpChILC!iqSg5t3Oac2JzdJX32umiUR78KWvpNWrb8pVrWBxw6g
Gif version: https://mega.nz/#!huoEkKLA!KicO8e_Upm8m0Y4w7lxQNefh_I3es59zcKRL6dOXwR0
While Rec and Marvin Moosebeef were having a nice chat while strolling the city, a certain enormous dragon spotted them and decided to have some fun.
What started out as a fun "what-if" conversation between me and
DragonDan1989 inspired me to try my hand at animating him, and I ended up having a blast! I got a bunch of practice with animation due to a class on it I took last semester, and I wanted to try it out on my characters. My rigs held up well, Maya was surprisingly stable throughout, and all in all it was a ton of fun making this short loop.The background environment is from https://unrealengine.com/marketplac.....ygon-city-pack
Category 3D Animation / Macro / Micro
Species Western Dragon
Size 1280 x 720px
File Size 1.69 MB
Thank you! The dynamic angle is my favorite too. It was a lot of fun animating their facial expressions, and I was hoping people would catch Rec's head expanding for a few frames as he's crushed between a moose and a hard pec. I think that a bit of cartooniness can really help an animation stand out, especially in 3D where it's very easy to be too stiff and rigid.
I went big to small, coarse to fine. I started by blocking out the key poses, which were relatively simple in this case: the points where Rec and Marvin were in contact with the pec and then the points where they were at the top of their arc in the air. I focused on getting the trajectory and angle of their bodies looking right before worrying about the fine details. Then I added frames to the contact points with the pecs so that they moved when the pecs bounced up to launch them. After that I just went in and refined things more and more; adding poses like Marvin grabbing Rec when he lands on his back or Rec gaping in pain when the giant moose unintentionally slams on top of him, fixing their poses to avoid clipping into Dragon Dan or each other, and then refining their expressions and so on.
I also made sure to keep things simple as much as possible; I deleted redundant keyframes, animated on only two axes (Rec and Marvin only move up and down and left and right relative to Dragon Dan, they don't move any closer or farther from him at all), and worked to keep things organized and simple. I originally had both Rec's and Marvin's arms and legs in IK mode, but I soon realised that it was too messy trying to animate their hands and feet to go along with the body, so I used a script to transfer the poses I had set up to FK mode and refined them from there, which ended up being a lot easier. The nice thing about animating loops is that if you nail the first frame, you can copy it to the last frame and everything just becomes a matter of smoothly going away from it and then smoothly coming back to it.
More than anything, though, it just takes practice. I spent the last semester learning how to animate characters for video games and that uses all of the same core principles as animating for film. Doing walkcycles and runcycles definitely gives you a feel for looping animations, and technical knowhow goes a very long way for helping toubleshoot issues with your rig or planning out the motion you want.
I also made sure to keep things simple as much as possible; I deleted redundant keyframes, animated on only two axes (Rec and Marvin only move up and down and left and right relative to Dragon Dan, they don't move any closer or farther from him at all), and worked to keep things organized and simple. I originally had both Rec's and Marvin's arms and legs in IK mode, but I soon realised that it was too messy trying to animate their hands and feet to go along with the body, so I used a script to transfer the poses I had set up to FK mode and refined them from there, which ended up being a lot easier. The nice thing about animating loops is that if you nail the first frame, you can copy it to the last frame and everything just becomes a matter of smoothly going away from it and then smoothly coming back to it.
More than anything, though, it just takes practice. I spent the last semester learning how to animate characters for video games and that uses all of the same core principles as animating for film. Doing walkcycles and runcycles definitely gives you a feel for looping animations, and technical knowhow goes a very long way for helping toubleshoot issues with your rig or planning out the motion you want.
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