Week7: Body Mechanics

In addition to the 12 principles of animation, we also need to focus on the principles of Body Mechanics. Scientific knowledge of the basic principles of anatomy, body mechanics and physics is essential to creating a convincing performance.

When performing a particular sport, body mechanics can help the character to be able to change pose more quickly. The action of forces is mutual. When character interacts with an object (such as lifting weights), the weight of the object puts pressure on the character. The process of resisting or balancing pressure is a good embodiment of body mechanics.

Just like cooking will be more delicious by using seasoning. Excellent body mechanics will make the animation look more fluent so that the audience can get more fun of the animation when they are watching.

This assignment I choose [Jump] + [Weight Lifting].

Here are my two reference videos.

Jump Reference:

Weight Lifting Reference:

Storyboard of Jump:

Storyboard of Weight Lifting:

Before I started, I decided to use a new character model in my work. (In the learning process, it is necessary to explore the animation production of various models! Haha) The name of this model is Janine. (Hello, Janine. I hope we can spend a nice time.)

I checked the rigging of the model before using it. Fortunately, there are no significant problems with this rigging. Let’s going to start animating.

Production Process:

First, I decided to do the animation of the character’s body.

Fortunately, I can make keyframes by selecting all controllers and selecting [S]. It’s convenient.

In the process of running and jumping, I focus on the centre of gravity in movement. At the same time, I also paid attention to the movement of the character’s arm. The arms should not be too straight during the training. This problem is what I’ve had before.

But I found that in the process of jumping, the character’s legs directly coincide with the upper body. The upper picture shows the keyframes of 41, 42, 43, 44.

So I changed the movements of the characters. In this way, there will be no model overlap.

This picture is the controller curves of the character’s jump animation.

Start the weightlifting movement of the character model.

Because the start of the weightlifting is same as the end of the jump. Therefore I made the first keyframe at the position of [- 10] keyframe. In this way, when I made the first action in the frame [0], the character model can transition from [- 10] to [0].

Here is the process of making an animation for the weight lifting.

When the character wants to pick up this heavy object, she needs the character itself to provide an upward force. However, the box is too heavy that character unable to lift it quickly. So character uses the strength of her legs and shoulders to counteract the heavy object. The character assumes the bent pose.

When the person lifts a heavy object, her upper body will lean back. But at this time the character’s centre of gravity should still be balanced. Otherwise, the character will fall. When the character moves backwards with a heavy object, make sure that the crotch moves with the character’s legs.

Because the object is weighty, it will cause the character to stand unsteadily in the process of weightlifting. At this point, the character takes a step back so that the distance between the two feet will increase. In this way, the weightlifting process of the characters will be more convenient, because the characters can stand more stable. It should be noted that under the influence of the weight of the object, the upper body of the character will lean backward. At this time, the character’s crotch should also be tilted backwards. But the character’s centre of gravity should still be in a balanced position (For example, between her feet).

The action curves of figure weightlifting animation:

Final Effect Video:

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