3D Animation – Character development

3D Animation


Wednesday 10th November 2010

Mr Sweetman (Changed to Sweetboy) – 3D Animation

Worked on the character ideas that I’d had for the 3D Animation during the morning session, while we were looking at a summary of previous tutorials on basic principles of Maya design and animation techniques.

3D Animation Maya Screenshots

3D Animation Maya Screenshots

3D Animation Maya Screenshots

3D Animation Maya Screenshots

3D Animation Maya Screenshots

3D Animation Maya Screenshots

3D Animation Maya Screenshots

3D Animation Maya Screenshots

 


After experimenting with a number of designs from basic walking cones to a 3 legged alien like crab I finally decided on a particular design. As we are developing an animation for children I decided my  character would be based on sweets and in this case I chose Liquorice Allsorts which I thought could be easily produced in Maya using the default Polygon shapes such as the Cube, Cylinder and Sphere.

Although new to Maya it was relatively easy to quickly design the character using these shapes and by the end of the session I had a basic character ready to add joints to ready for animation. Of course the design was very basic and I suspect a lot more work would still be required for say adding features, eye etc  and possibly textures to the individual components that make up the character. Also of course there are the designs of the backgrounds, although I feel that an image would make a better background rather than constructing basic surfaces and then adding textures.

How Narrative Effects the Design – 3D Animation

I’ve already got in mind a basic narrative for the animation which involves either the character losing it’s component parts as it walks, or it gets eaten bit by bit as it berates whoever is eating it, leaving the head and a shaking fist until the last word is spoken. I also have another idea where the character is used to deliver a safety message of some kind, a narrative would be required and almost certainly some voiceover.

This is the reason in regard to my first idea that if you look carefully the component parts of the character are actually not joined, they have been designed to have a ve
ry small gap between each of the components. This is to allow each component to be removed without effecting any of the other components allowing the basic shape of these individual components to remain intact. But as I would later learn that by not building the character, that is the design from a single Polygon, when it comes to adding movement the individual components of the character may not move in exactly the way I’d expected. For example I’d already had to separate the skeletons spine from the characters body as when I moved the character the body distorted like a paper sack and applying different weights did not totally remove this unwanted effect.