Practical Interpretation

28 10 2008

So for my first piratical animation test I first wanted to try a proven technique that worked so I modeled a young girl and rigged her but only at the pivot points so she would move slightly but not human like only biped like. I choose to first try this technique and based my model on a very successful 2d cartoon kim possible. See video below.

As you can see Kim moves only at the main pivot point and you can clearly see that this is a 2d animation and conveys no connection to the real world physic, but does fulfill its brief of representing a young girl. If I was to place this within the uncanny valley it would fall lower than prosthetic somewhere in the plastic/lifeless area. My first task was to model Kim close to how she looks so I got some images and modeled her. See below.

The next stage was to rig Kim so that she would be able to complete a basic face morph in order for the charter to interact with the audience, I also decided to call my verson Clara instead of Kim now when it came to creating the morph I wanted to only use a maximum of 5 – 8 weights which would be similar to the Pixar Toy Story set up, or a stiff toy rig. See below

So here we have a version of Clara mouthing the basic vowels for speech, I only added a simply audio track i recorded in pro tools without syncing it as for this experiment it wouldn’t be needed but it will give the idea of a toy plastic movement nowhere near the realm of realism but yet like the 2d animation of Kim it does fulfill its purpose of interaction and animation. See below.

The next step just for kicks I added a bed room and some objects to see how the animation would interact and if the addition of physical object would add to the overall feel and emotional connection to the animation. See below

For experimental purposes i decided to edit the mesh and add some hair Segments. I converted the segments to strands and constrained them as an editable poly mesh. I wanted to see would more realistic hair strands add to the emotional response to the character… see below…


Biped Animation – Walk Cycle

27 10 2008

This is an animation I did for my Higher National Diploma. The animation was created using a combination of biped motion capture and key framing. I put this animation in to show a basic walk cycle key-framed. You can see that the COM (Centre of Mass) doesn’t move from its pivot point and is stable through out the entire animation. Knowing what I know now after researching Biped Animation by Michele Bousquet and Michael McCarthy the COM should move with the hip joints and react with the gravity which should have a mass of -980. see below.