Due Date: Tues, Feb 14, before the beginning of class.
Evaluation Sheet (pdf)
I can't stress how important the Principles of Animation are if you want your animation to really come to life. Become familiar with them. For this lab, see if you can apply one or two of them to your animation.
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This will not be collected but it is a really important tutorial if you want to have a clue about how to begin doing animation. After this lab, it will be assumed you know how to work with keys, the timeline, animation preferences, and the graph editor.
Create a new project on cs-render in the folder: \IDS252Sp18\Lab4\MayaProjects/your_name
and save Keyframing.mb into the scenes folder.
In Maya, go to Help → Tutorials→ Maya Tutorials. Click on the link Getting Started with Maya 2015. In the contents, click on Getting Started with Maya, and then Animation. Do the following lesson:
The above tutorial will not be collected. Please delete any large images files when you are done, especially any ipr or *.iff files.
For more details,see Animation Setup.
This section is optional. Only go through it if you are interested in how to animate a rigged character. You do not have to use a rigged character in your 10 second animation loop.
Before beginning this, you must have completed Lesson 1 above.
Project: Use the same project you used above but be sure to set the fps to 30 as described above.
Import a copy of Bony (from lab 2) into a new scene. In class, we will talk about the concept of pose-to-pose animation vs straight ahead. Here you are to experiment with pose-to-pose.
Keep this simple! You may or may not end up using this within the final 10 sec animation (next section) which is the final deliverable of the lab.
You need to have reference of some simple behavior. It could be as simple as having Bony go from a sitting to standing pose (or vice versa). One option is to get together with at least 2 other people in the class: one person to be the reference character and the other two to film the movement simultaneously from front and side. This movement should involve just a few key poses. You can all share the reference files.
Alternatively, if you want something just a little more complex, you can go to the Endless Reference videos (in the resource folder on cs-render) and select a video from the Kick, Knee, or Punch folders. You don't need to use the entire action in the reference. Select one that is really short and not too complex, e.g. something that has no more than 3-4 key poses. Whatever reference you use, identify the key poses - either make a copy from the video of the pose (from front and side) or do a quick sketch showing the main body positions. Make a note of the time/frame of each pose. This timing will give you a first pass at the timing of your animation. As was shown in class, pose Bony at each key pose, keyframing all of the controls at, and only at, these key poses.
Run the animation. To adjust the timing you should move a pose (i.e. all of the keys at a given frame) to another frame location. To move a pose, go to the graph editor and select all the keys at that pose. Set the transform tool to the move tool. Shift-draw the keys left or right to move them. By pressing the shift key, you will be sure that the animation keys move only along x and not along y. Move the keys around until you feel the timing is correct. Make any needed fine adjustments to the poses.
What you have just done is referred to as blocking out the animation. To refine it, you will need to add additional in-between poses and adjusting tangents as you go. Don't bother to do this right now unless you plan to use this for the next part.
This is the main deliverable of the lab. We will be giving this animation to music students for them to score. If it is late, your animation will not be scored. This will hurt your final grade.
10 Second Animation Loop: You are to create a 10 second animation with the following requirements:
When you have completed the animation, place it in the folder: \IDS252Sp18\Lab4\FinalAnimations. It must be in quicktime (*.mov) format because this is what the musicians need. Make sure that the name of your animation is named as in the previous labs.
It is very important that this lab be turned in on time because we will be giving the animations to the music students to score. If your animation is late, it will not be scored and you will have nothing to show when we do the joint critique with the music class. The music collaboration is an important component of this lab.