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3D Computer Animation Fundamental animation

Week 3: Tail Animation

A few quick notes from the class:

  1. Anticipation is the movement before a main movement.
  2. Anticipation is building up for force.
  3. All movements build up by either internal or external strength.
  4. Anticipation is the easiest way to build up an internal energy and triggers a movement to happen.
  5. An object in motion always stays in motion, except it has been stopped by another energy.

The below screenshot shows the setting of making blocking for these two weeks blocking:

Making bottom to control the rig:

Combining with this online tutorial, it supports me to work on the blocking of the tail animation:

This tutorial mainly has 4 parts to demonstrate:

  1. Blocking of the bouncing ball animation
  2. Blocking of the tail animation
  3. fixing the distance of the animation with the landing keys
  4. fixing the rotation of the animation

The first photo below shows the graph editor of the blocking made for the body part of the rig at the beginning, which shows when the ball reaches the peak it will speed up. On the contrary, it will slow down when it’s off the floor or lands on the floor. The second photo below shows there will be a pause when the ball lands on the floor and when it restarts bouncing again, at this moment, the ball is squashing and stretching. #

There are a few main blocking poses of the tail shown through the tutorial, and I made screenshots of them. They include the tail shape when the rig is in its starting pose, the tail when it’s off the floor, and the tail when it’s on the pack; oppositely they also show how the tail rig changes when it’s landing on the floor.

This photo below shows a new bouncing circulation starts:

The z-axis in the animation graph editor indicates the distance the rig jumps in this animation (from the side view), however, there is a pause between each bounce, therefore there should be non-changed part in the z-axis as well to avoid the sliding.

In the rotation part though, we need to keep the graph in linear as this action has no pause, the rig keeps doing it during the animation.

Here is my planning draft for the blocking and knowledge learnt from the above tutorial:

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