Category Archives: 3d Animation Fundamentals

Performance Animation

We need to design actions by ourselves to complete the animation for this time. Thus I decided to first find some information online, which could help me to trigger my inspirations for designing actions. During the process of finding information, my first idea was [interesting]. What I wanted to design … Continue reading

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Week8: Phonemes

This week’s session explores importing sound into Maya and then animating the model’s mouth. It is important to note that the sound format needs to be converted to WAV or AIFF at first. After imported audio successfully, you will see … Continue reading

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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 … Continue reading

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3D Equalizer_Rotomation

By creating tracking in 3DE, we have been using the Trackpoint mode. When we come across a larger tracking point (like a distinct circle) that is easier to track on the screen, we need to use the [Marker] mode. [Ctrl+Left Click] … Continue reading

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Week5: Stylised Walk Feedback & Rending Farm

(1)Stylised Walk Feedback This is a Feedback video about my last work, Stylised Walk. The main issues with this adjustment are: 1. The character’s feet I made raised when it hits the ground. When the character’s feet are flat on … Continue reading

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3D Equalizer_Camera Tracking

Start learning new software – 3D Equalizer. We often use the [Basic] panel during our product processing. (Select 3DE interface after choosing the [Basic].) Overviews have F1(Overview Controls), F2(Manual Tracking Controls), F3(Distortion Grid Controls), F4(Autotracking Controls), F5(Lineup Controls), F6(3D Orientation … Continue reading

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Week4: Stylised Walk

Over this past week, I have produced a Stylised Walk. I chose to make the Stylised Walk in the Angry style. I can see model’s highest and lowest points of the character’s head in the reference picture. It is very … Continue reading

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Rigging

Rigging(From my own experiences) What is a good rig? What is a bad rig? Rigging needs to skin the model with the created bones because the bones and the model are independent. Therefore, each point on the model should be … Continue reading

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Week3: Human walk

Before doing homework, I found an animation video about human walking that I can use it to reference. Let’s go! First, under the [File] column, select [Import] and import the character model and prop model into the file. Because I want … Continue reading

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Week 2: Ball Tailed and Ball Walker

Part I: Ball Tailed It’s time to make a little ball motion with a tail! In order to better understand the trajectory of the ball with a tail, I first looked up a reference picture on the Internet. From the … Continue reading

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