updated sheep interaction

20 10 2008

A newer version of Project 2…this time using a rigged sheep. Still needs tweaking where skin weights are concerned of course, but it works better than the hierarchy method.

Click here for movie:



Character movement/interaction

15 10 2008

…needs work. ‘Nuff said. I’d hoped to use a rigged character for this, and do have a full rig (although, without proper skinning), but in the end went back to hierarchy & keyframing. I plan to fix LOTS of things in this after today.

Link to movie



Walk This Way…

8 10 2008

i.e. a simple walk cycle. Much thanks to the people who made the pre-rigged characters.

Once I finally got the feet to stop floating, the rest of the alterations and tweaks went much smoother. There’s still something ‘off’ about the hip movement, I think, but overall it seems to work. I have yet to try the reverse-foot kinematics shown in class; I expect these would be more convincing.

<two movies: the whole character and a slight close-up >

(Click on the pics)



Pendulum - Drinking Bird

1 10 2008

Er…I think it counts as a pendulum, although the force happens sideways.

I took the previous animation exercise and turned him into one of those cheesy ‘drinking bird’ novelties you see sometimes…although the weight is more unbalanced here than in the real toy, it still seems to tip pretty convincingly.

This part of the exercise was done last, after I understood how to make the graph editor do what I wanted…and it’s a good thing I saved it ’till the end, as it was much trickier to tweak the easing and timing on the bobbing motion to make it look like the weight was actually shifting and balancing itself. It isn’t perfect, but I think it works well.

(Click on the pic)