Bat Animation


Bat Animation

Task 10 - Evaluation

Planning and Schedule

The planning phase for me didn't go that well because I didn't set enough time to tasks that did consume a lot of time when I was doing them. As a result of this I wasn't able to able to finish this assignment within the dead line given, So I had to get an extension for me to be able to finish everything in time and for the best of my ability. I did not set enough time for the production itself and the rigging part where I ran into some problems. The animation also took some time and I certainly did not leave that much time for it in the plan which affected my time management causing me to waste time on parts of this assignment that did not matter. If I were to plan again for this same assignment I would leave less time for the research tasks and more the actual production.

Research

The research part of this went pretty good, I set my self enough time for this and was able to finish it within the given time frame. The research about Sophie Arp was pretty limited but I was able to put more time into it and find a couple of videos and articles about her and what she did which help me get the research done. I also added some first hand research for the animation and game play research task from the game I recently played, over-watch.

Production and Rigging

I tried to rush the production because of the less time I've given myself as a result of my bad planning. I set a reasonable amount of time but the problems I did not planning on running into set me back. One problem was that I had too many bones while rigging and when I exported the model and bones into layout but layout did not recognized the bones because of the number of them, I fixed it by taking out all the bones and re rigging the object with minimal bones in the model which fixed the problem. The second problem was that the other parts of the model would deform because of the area that the bone affects was too high. To fix this I had to go back to modeller and then add weight maps to the legs which were having this problem. I also had to go back to modeller and add a body controller for it because I couldn't move the model and the bones at the same time which caused alot of problems when I tried. The render time also took a while because I had to render the animation as lots of pictures to make it smoother when uploaded to Adobe Premier. The render time also took longer than expected which didn't help the time I had to finish it but since at this point I've already got the extension it didn't really matter.

Overall I think this assignment went pretty terribly because of the time issue I talked about before. If I were to do this assignment again I would definitely work harder and give myself enough time on necessary areas.

Task 9 - Presentation

Task 8 – Production

After making the models and rigging the model using the skellegons option in modeller I exported it to layout to start the animation. First I converted the skellegons into bones  which made the bones appear in layout mode. 


This gave me the option to use the bones from a specific layer form before since I was suppose to make the bones in a separate layer to the object when rigging the objects in modeller. I went to bone properties options and selected to use bones form layer to make the bones sit where the model is. This allowed me to move the object with bones since they are active.


 I then had to activate the weight maps previously set using modeller to to stop the bones from controlling more than they should. When weight mapping the objects I selected the each and every bone in the legs areas and selected the weight map previously names using the colours of the legs.


Before Animating I set  the camera to face an area where it would take a good shot of the model's animation. This will help me later when animating the camera.

Jump

After every action below I've left a space of about 30 frames for action to perform.
I then started the actual animations, First with the jump animation I started with rotating the bones outwards to make the legs and bending out wards from the second joint of leg and then moved the object as well as the bones downwards to show the motion that its about to jump. 

I then reset the legs as it was before and moved the object and the bones upwards within about 10 frames to make it very fast. I then moved it back down and did the first leg motion I did to show the puppet landing. I did some camera movement on the puppet after to make it not look boring.


Walk

With the walking animation I made sets of legs move at ones to make it less time consuming. I first started with the leg movement for the course of 120 frames,moving one set of legs at a time though out all the frames.

I then did the went back to 0 frames at did the actual movement of the model. I then also did the some camera movement to show the motion and movement of the object. I had to move the model itself and the bones separately because I have forgotten to set a body controller for this model.

Spin

I started with stretching out all the arms in the direction they are facing and the bent the arms to one direction from the second joint of the arm.


 I tried to do this at one angle but I did this by eye because I didn't want it too perfect. after setting some frames in between I straightened out the arms and then span the body to the opposite direction to where I rotated the arms to. to show the model spinning I also move the camera throughout the 60 frames.

Run

For the run animation I made sets of legs move at ones to make it less time consuming. I first started with the leg movement for the course of 120 frames, moving one set of legs at a time though out all the frames.


 I then did the went back to 0 frames at did the actual movement of the model. I then also did the some camera movement to show the motion and movement of the object. I also made the legs move faster than the walk animation.

Lunge

For the lunge animation  I started with setting up the arms of the model to a lunge position by using the rotate and move tools to make it seems like the arms are pointing weapons at the direction the model will be lunging at.



I then moved the legs to a lunge position within the same number of frames. It Then moved the actual model within the short number of frames to make it really quick and instant to show the speed of the lunge.

After animating the models I rendered them as a series of images and exported them to premier. I then added them to the same work space (video) to make one big video with all the animations on it. Before each video I added a title screen to tell the viewer what animation they are looking at. I then rendered the whole video and uploaded it to youtube and added music for it using the you-tube editor.


Task 7 – Legal and Ethical Checklist