Showing posts with label paul marshall animation design. Show all posts
Showing posts with label paul marshall animation design. Show all posts

Friday, 14 October 2011

AD208 Character Progression SMART TARGETS

This test render shows where things stand at the moment...


I've pretty much achieved this weeks targets, the character is effectively build.


SMART TARGETS FOR NEXT WEEK (WEEK 3)

In my overall plan for the whole project from the beginning next week was to be dedicated to rigging the character. Which shouldn't be a problem I just need to complete the feather and look at creating fur and whiskers (with some kind of control or dynamics)

          1 - Complete feather
          2 - Add fur to neck and face
          3 - Add whiskers to cheeks
          4 - Rig main body and eyeballs
          5 - Possibly rig whiskers and feather?
          6 - Set morphs on eyelids
          7 - Look into ways of maintaining body volume when 
               character bounces possibly using muscle dynamics

          Week 4 will focus on animating 2D styles and elements which will be aided by being 
          able to animate the 3D character and even use this to create the 2D animation.

          Week 5 will be dedicated to rendering and write up.
         

Tuesday, 4 October 2011

Spin Off Idea

While doing my initial ideas for this years main animation project I came up with a little spin off idea, so I've spent a little time on an eyeball tutorial in C4D (with working and expanding pupil) and created the beginnings of my blob idea.

I guess essentially if you stripped everything away from the "Fraiser Werp" then you would end up with a blob trying to bounce around. 

Hopefully I can interject this into this years show real along with my Captain Carp animation.

Latest still from 'The Blob Escape'

Initial inspiration and screen shots of the blob and eye development (with expandable pupil!)

I've just added the eye lids and the morphs associated with them. Yes I know This seems like a distraction but I think experimenting with the creation of some decent eyes that I can animate fully and practicing with the morphing of a stretching body can only be of a benefit to this years main project.