Categories
3D Computer Animation Fundamental animation

Week 3: Ball with tail

Pendulum: Previous Homework Changes

In a recent assignment on pendulum animation, my tutor provided feedback that emphasized a critical aspect to improve: the “end shake,” or follow-through action in animation. Upon reflection, I recognized that my representation of the follow-through was not realistic, as it did not include the natural “S” and “C” curves that are essential to the progression of the shaking movement.

Subsequently, I attempted to revise the pendulum animation based on the feedback provided.

While it may not be perfect, the follow-through now appears more natural than in the previous version.

Ball with tail: Planning

In this week’s lesson, I also worked on the ball with tail animation, which I found quite challenging. This was due to the increased complexity of animating both the ball and the tail simultaneously. Additionally, it was my first time using the blocking technique, which involves keyframing only the essential poses in an animation.

Below are my initial plans. Ultimately, I chose to proceed with the design on the left, as the one on the right proved too complex. I preferred to focus on refining the details rather than pursuing a more intricate approach.

Ball with tail(Blocking): outcome

This is the result of my ball-and-tail animation. I am uncertain whether it achieves the desired level of smoothness or if I have incorporated an adequate number of keyframes. I plan to continue practicing the shaking motion and the follow-through of the tail to enhance these elements further.

This animation was created using the “Blocking” method.

Blocking

Blocking refers to a technique in animation where the keyframes remain static and do not alter when navigating between them, whereas spline animation involves smooth transitions that change as one moves between keyframes.

Another notable difference between these two animation techniques is their representation in the graph editor.

The Graph Editor functions as the engine of the animation software Maya. It facilitates the smoothing of animations by adjusting speed, pacing, and easing effects, among other features. All keyframed elements can be visualized within the Graph Editor, allowing for the editing of various settings, including translation, rotation, scale, and other keyable controllers, either collectively or individually.

In the Graph Editor, blocking is represented by straight horizontal lines, indicating that there is no connection between the different keyframes. Consequently, changes between the keyframes are not visible, reflecting the discrete nature of this animation technique.

In the Graph Editor, spline animation is represented by connected keyframes, creating smooth curves. When you navigate between the keyframes, you can observe the gradual changes in movement, showcasing the fluidity of this animation technique.

Leave a Reply

Your email address will not be published. Required fields are marked *