Monday, November 25, 2013

WEEK 13: Motion Studies DESN1136 Assignment 8: Jump Cycles: Due next week!

Next cycle -- Jumps!
EVH can do it, so can you
We'll take a look at some different styles of jumping, leaping, hopping, bounding characters and study live action for inspiration. Jumping characters exhibit lost of secondary and overlapping action, and anticipation.

Showing the effort characters take to move their own weight is paramount to creating believable animation of any style.

It's one thing to make the up and down motion read as 'heavy' and affected by gravity. It's quite another to master the mechanics of looping overlapping/secondary action with the character's arms, legs and other details such as tails or capes.

If ever the devil were in any details.. it's animating secondary on a looping action!

Your jump cycles should be usable for avoiding ground pitfalls or traveling forward.
The mechanics of the body in the jump should work well before tackling the secondary action

Remember you will be blending this cycle from and back to the run so you might want to export the start pose from a run position to help it transition smoothly.

Assignment 8: Jump Cycle
Playblast and Maya file
% of final grade: 10% 
Assigned: Tuesday, Nov 26, 2013
Due: WEEK 14, Dec 3rd at the end of class
*Late assignments are worth 0


Quicktimes only, 560 pixels by 316 pixels, H.264 codec, max 10MB.
Animate your character jumping on the spot in a treadmill cycle. It should be a loop about 1-2 seconds long. Animation should show all 12 principles of animation, especially strong posing, weight, and overlapping action. The character should have believable weight, a clear personality, and move with fluidity and clarity.

Please REFERENCE your rig into your shot (do not open the rig and start animating or import him.)

Filenames:
1136_a8_donovant_jump_001.ma
1136_a8_donovant_jump_001.mov

The jump should clearly show the personality and attitude of the character. The timing (both frames per step and timing of secondary actions such as arm swings and head drag) should support the attitude and personality. The character should have a believable weight. Steps should be symmetrical (apparently if not mathematically) and the motion should be fluid and smooth without obvious pops or bumps. Body parts should be offset from one another a bit so every part of the action doesn't occur on the same frame.


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