Sunday, December 1, 2013

WEEK 14: Motion Studies DESN1136 Assignment 9: Blending: Due next week!

We're going to 'blend' our cycles together using the simplest tools in Maya. Blending between different actions may involve adding extra details between cycles. For example, a walk to a run requires a tricky middle action where the character gathers energy to move more quickly.
Assignment 9: Blending the Cycles
Playblast and Maya file
% of final grade: 10% 
Assigned: Tuesday, Dec 3rd, 2013
Due: WEEK 15, Dec 10th at the end of class
*Late assignments are worth 0

Quicktimes only, 560 pixels by 316 pixels, H.264 codec, max 10MB.
Blend together your cycles - idle to walk, walk to run, run to jump.
If you like you can try blending back to the run.

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


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. 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.

We're also going to continue with our topic of the most subtle of the animation principles -- overlapping action, which is paramount to creating weight. We'll take lots of cues from the Pixar of Game Animation, Blur Studio in California.

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