Thursday, 12 May 2016

Post-Mortem

I've come a long way from the start of this project, from wanting to do nothing but animate, to wanting to make, rig and animate a goblin, then a dog and then finally I settled on creating a superhero character suitable for a video game player character, rigging him and then giving him animations.

At first I was super excited to get animating and started to design my character, but as I got to the modelling of him, I realised that although I'm a fan of animating... I'm not much of a fan of modelling, or particularly good at it. Once I had created the body, legs, arms and feet I began to feel like I had made a terrible mistake and struggled to find the drive to continue, which unfortunately made me take breaks from my project and stray from my timeline. I slowly worked until I realised I had my presentation coming up and kicked it into high gear.

I had my character model done and was excited to see what rigging was like. Unfortunately, this was something I repeatedly gave up on shortly after starting and deleting my progress as I didn't know how to revert it into a usable state. I did this on and off until I finally sat down and had a breakthrough, which is when I decided to catch up with my blogging as I had taken a break from it to focus more on the work. Fortunately, I made lots of saving points while I worked so I could go back through them and blog them once I was in a comfortable position with my work.

When it finally came to animating I had a wonderful time, such a wonderful time that I lost track of time and realised that I had to cancel my plans to create some minor animations which I came up with as sort of stretch goals.

Reflecting back on the project, I started off completely lost and looking for an easy project to do, or a project that would be viable for the assignment. After I received some guidance from a lecturer I had a project in mind that would have me testing quite a lot of my skills, old and new as well as some skills that I was yet to acquire.

Things That I Felt Went Well

  • I learned quite a lot about the pipeline of characters for 3D games as well as what goes into designing characters and what they can do.
  • I feel like my skills in animation and other areas have improved as well as confirmed that I want to seriously consider 3D animating for a career.
  • I learned a lot of useful tips and tricks for animating as well as modelling, texturing and rigging.
  • I found myself adding personal tweaks to certain animations which made me feel like they were more mine. 
  • When it came to modelling and animating although I struggled I found myself wanting to make them better and better as I wanted to make something to be proud of rather than just get it done to a minimal standard.
 Things That I Felt Went Poorly

  • I let my frustration get the better of me and gave up frequently on my project.
  • I over-scoped on my project and spent a lot more time researching some things and not enough researching other things such as researching a lot of animation related things but not so much rigging things.
  • I often finished work without keeping future plans in mind which delayed quite a lot of things such as when I "finished" rigging while it still had errors and when I tried to animate certain things I noticed the problems and had to go back and fix the issues.
  • I did certain things without fully understanding them which caused more delays such as when I was modelling my character I was following guides that said doing things certain ways would HELP the topology but wouldn't make it perfect.
  • My timeline wasn't accurate as I would sometimes either underestimate the time it would take to do things and leave them a bit late in the week and not take into account I had other assignments to do such as group project which I prioritized to avoid letting others down. 

What I Will Take Away From This Experience

  • I will definitely plan things way more to make sure there is a far better and more accurate.
  • I will research every little part of my future projects and not prioritize things I'm interested in and research them more than other parts.
  • Now that I have an understanding of the character designing and creation process, I can leave that to the people who want to specialize on that while I can focus solely on animation and improve my skills.
  • I formed the habit of making a number of save files so I have some backups to go back to when I come up with an error.
  • I will attempt new things that I'm not sure of rather than avoiding and finding a work-around.

In conclusion, while I've both struggled and straight up hated my project. I feel like everything I put myself through was absolutely worth it, due to all of the things I learned not just about the character creation pipeline and animating but about myself and how much I am capable of. I think I'm going to miss working on a project but I do feel like I need a break before starting another one.

So here it is, a showreel of the character and animations I've been working on for the past eight months, I hope you enjoy:


Bibliography

Below is a bibliopgraphy of sources I used from the start of my final project.



Tim Borrelli/Brad Bird. (2014). Game Animation Bootcamp. Available: http://www.gamasutra.com/view/feature/212003/game_animation_bootcamp_an_expert_.php. Last accessed 12/05/2016.

Ryan Duffin. (2014). Game Animation Bootcamp. Available: http://www.gamasutra.com/view/feature/212003/game_animation_bootcamp_an_expert_.php. Last accessed 12/05/2016.


Dantert. (2013). Goblin Anatomy. Available: http://dantert.deviantart.com/art/Goblin-Anatomy-374361384. Last accessed 12/05/2016.


Blizzard. (2010). Goblin hair styles. Available: http://forum.mmosite.com/thread/2/179/20100601/Enter_CarefullyTest_Server_Preview_Goblins_hair_styles-4da846ff0dc0ce613-1.html . Last accessed 12/05/2016.


Donavon Young. (2011). Goblins like blowy uppy thingys. Available: http://www.polycount.com/forum/showthread.php?t=127893 . Last accessed 12/05/2016.


Giovanni Mannili/Marco Saggio. (2015). BattleFoxStudio Goblin Walk Animation 3. Available: https://www.youtube.com/watch?v=S7_qnbLbo4g. Last accessed 12/05/2016.


Giovanni Mannili/Marco Saggio. (2015). BattleFoxStudio Goblin Walk Animation. Available: https://www.youtube.com/watch?v=46AgUJhtcPg. Last accessed 12/05/2016.


Big Blue Bubble. (2015). 3D Animator. Available: http://jobs.techalliance.ca/job/big-blue-bubble-london-ontario-2-3d-animator/. Last accessed 12/05/2016.


SEGA. (2015). Trainee Animator. Available: http://careers.sega.co.uk/careers/creative-assembly/trainee-animator?source=Indeed.com. Last accessed 12/05/2016.


Jasmin and Admir. (2005). Goblin 3d model. Available: http://www.turbosquid.com/3d-models/polygonal-fantasy-goblin-3d-model/275524. Last accessed 12/05/2016.


Mr. H. (2012). Animation tutorials and more. Available: https://www.youtube.com/user/misterh3d/featured. Last accessed 12/05/2016.


ANIMATIONMENTOR. (2005). Learn 3D Animation Online. Available: http://www.animationmentor.com/. Last accessed 12/05/2016.


Nexon. (2015). 3D Character Rigger. Available: http://jobs.gamasutra.com/job/3d-character-rigger-el-segundo-california-28545. Last accessed 12/05/2016.


total jobs. (2015). 2D to 3D Character artist. Available: http://www.totaljobs.com/JobSearch/JobDetails.aspx?JobId=63980495. Last accessed 12/05/2016.


Forum Users. (2013). How long does it take to make professional 3D models?. Available: http://forum.freegamedev.net/viewtopic.php?f=6&t=3994. Last accessed 12/05/2016.


Forum Users. (2006). 3D Computer Animation for a Short?. Available: http://absolutewrite.com/forums/archive/index.php/t-33891.html. Last accessed 12/05/2016.


Christopher Jones. (2008). The Flash. Available: http://batmanytb.com/Flash%20II%20(Young%20Justice). Last accessed 12/05/2016.


AssaultCube. (2007). Blood Frontier Episode 1. Available: http://www.g4g.it/download/comment.php?dlid=1865. Last accessed 12/05/2016.


Olson. (2015). Interview With 3D Character Artist from Blitz Games Studios Jose Lazaro. Available: http://www.tutorialboard.net/interview-3d-character-artist-blitz-game-studios-jose-lazaro/. Last accessed 12/05/2016.


Hydra Studios. (2015). Voluntary* realistic games modeller and animator. Available: http://www.indeed.co.uk/cmp/Hydra-Studios/jobs/Realistic-Game-Modeller-Animator-f8e86da04eeee355?q=Character+Animator+Games+Animation. Last accessed 12/05/2016.



Automaton. (2015). Animator. Available: http://www.reed.co.uk/jobs/animator/28154675?WT.mc_id=indeed. Last accessed 12/05/2016.


Delano Athias. (2014). Bringing the Hero to Life for the Indie Game Development Pipeline. Available: http://blog.digitaltutors.com/bringing-hero-life-indie-game-development-pipeline/. Last accessed 12/05/2016.


Delano Athias. (2014). Indie Game Development Pipeline. Available: http://www.digitaltutors.com/learningpath/113-Indie-Game-Development-Pipeline. Last accessed 12/05/2016.


Ritsu Hime. (2012). Megaman Zero - Zero 3D WIP. Available: http://xx-ritsu-hime-xx.deviantart.com/art/Megaman-Zero-Zero-3D-WIP-302765236. Last accessed 12/05/2016.


DC. (2013). The Flashpoint Paradox. Available: http://geekleagueofamerica.com/2013/08/12/dvdblu-ray-review-justice-league-flashpoint-paradox/. Last accessed 12/05/2016.


Mark Masters. (2013). Inverse and Forward Kinematics Demystified for Animators. Available: http://blog.digitaltutors.com/understanding-inverse-and-forward-kinematics/. Last accessed 12/05/2016.


Peter Ciszek. (2012). 3D Production Pipeline in Game Development. Available: https://jyx.jyu.fi/dspace/bitstream/handle/123456789/40995/URN%3ANBN%3Afi%3Ajyu-201302271274.pdf. Last accessed 12/05/2016.


Boulder Media. (2015). Experience 3D Animators wanted. Available: http://www.animatedjobs.com/jobs/experienced-3d-animators-wanted/. Last accessed 12/05/2016.


SuperType. (2015). 3D Character Animator for Steam/PS4/XONE game. Available: http://www.animatedjobs.com/jobs/3d-character-animator-for-steamps4xone-game/. Last accessed 12/05/2016.


Austin Mayden. (2015). Modelling, Quads or Triangles. Available: http://blog.digitaltutors.com/modeling-with-quads-or-triangles/ . Last accessed 12/05/2016.


Iacuna. (2014). Speed Facial Rig. Available: http://www.creativecrash.com/maya/script/speed-facial-rig-enhance-your-character. Last accessed 12/05/2016.


Tlatso-Son Animation Studios. (2015). Autodesk Maya 2016 Character Animation Full Body Facial Rig Test 3D Model. Available: https://www.youtube.com/watch?v=XULwjjk0DLo. Last accessed 12/05/2016.


Mark Masters. (2014). Understanding the 12 Principles of Animation. Available: http://blog.digitaltutors.com/understanding-12-principles-animation/ . Last accessed 12/05/2016.


Darkenmarr. (2013). Male Turnaround Study. Available: http://tsukiakari-art.deviantart.com/art/Male-Turnaround-Study-346911478. Last accessed 12/05/2016.


Zane Devon. (2010). Hand Reference. Available: http://zanedevon.blogspot.co.uk/2010/09/hand-reference.html. Last accessed 12/05/2016.


Johnny Tie. (2012). The Flash Concept Art: Suit Redesign. Available: https://johnnytiestudios.wordpress.com/2012/04/12/the-flash-concept-art-suit-redesign/. Last accessed 12/05/2016.


Mike Pickton. (2011). Rigging a game character using Biped and Skin in 3ds max. Available: https://www.youtube.com/watch?v=fpU1yqsT8_A. Last accessed 12/05/2016.


Sunil Mungekar. (2011). Run Cycle - Animation Reference. Available: https://www.youtube.com/watch?v=lCpotGr0TB4. Last accessed 12/05/2016.


Dave Saxon. (2012). Look at constraints for a characters eyes in 3ds Max. Available: https://www.youtube.com/watch?v=YPhUbQUeUeY. Last accessed 12/05/2016.


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endlessreference. (2011). Animation Reference - Athletic Male Front Snap Kick - Realtime. Available: https://www.youtube.com/watch?v=YGfFisvuc5k&feature=youtu.be. Last accessed 12/05/2016.

How do you idle?

I foolishly left this animation to do last... Thinking it would be simple, but have you ever thought about how to actively be idle? It doesn't really make sense so I remembered back to some old Playstation 2 games I used to play and thought about what happened when I just didn't input anything. Most of the time they just look around, very rarely do they do literally nothing and freeze entirely.

Usually they do something that is related to their character but considering my character doesn't exactly have any lore or story written about him, he doesn't have much of a personality. With that in mind I decided to just keep it simple and have his hands on his hips and to sway from side to side, along with raising one arm to cover his eyes from the sun so he can look out into the distance. With my character being superhero themed it's safe to assume that this is

There isn't really that much else to say but having this be my last animation I can get down to editing a video to showcase my animations, write up my bibliography and think about the post mortem of my project.

I can think about what I've learned and reflect on how things have gone.

Below is a video of my idle animation:


Walking Animation

As a sort of superhero, I wanted a nice heroic walk cycle. Unfortunately there wasn't much reference material for a "heroic" walk cycle so I decided to try my hand at sort of, "free-hand" animating.

Using the same work process as I did with my running animation, I created the HeelContact, Passing and ToePush poses and then used sliding keys to help my character's feet slide along the floor.

Below are the screenshots for my key poses:


 


After putting in the sliding keys, I put in a little head bob and gave him a smiley face to make use of the target morphs and the my animation was done. I tried to give him a proud/powerful looking animation and I'd say I captured that.

Below is a video of my animation: