The Human Form and Character Animation

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THE HUMAN FORM AND

CHARACTER ANIMATION
Name: Rana
ID: K-916610409
Spring: 2018/2019
Under The Supervision Of:
Dr. Essam Dwairy
PRE-PRODUCTION
1st. Model Sheet :

Character outline. Final design.


2nd. Storyboard :

1st page. 2nd page.


3rd. Script :

■ There will be a music box on the table in which it has a mini ballet girl, but out of the
blue, this girl will be transferred to a real one. she will find herself walking in the
ballet room.
■ My story portraits a massage which is what you believe is what you become so keep
you dreams high and alive because where you are today in life is based on what you
have believed in.
STEPS OF RIGGING
1st. The Controllers That I've Added :
■ Global controller.
■ Root controller ( center gravity controller ).
■ Knees controller.
■ Spine.
■ Chest.
■ Clavicle.
■ Neck.
■ Shoulders, elbow, wrist.
■ Head.

At the end I've selected all of the controllers :


1. Edit → delete by type → history.
2. Freeze transformation.
2nd. Parenting Controllers :

■ Head controller to the neck controller.


■ Neck to chest.
■ Wrist to elbow.
■ Elbow to shoulders.
■ Shoulder to clavicle.
■ Clavicle to chest.
■ Chest to spine.
■ Spine to the center of gravity.
■ At the end I've selected ( feet controller, knees controller, COG controller & the global controller ), then I
clicked on the hotkey ( P ).
■ Naming controllers.
■ Creating constraints.
3rd. Constraint :
Constraints let you constrain the position, orientation, or scale of an object to other objects.

■ I’ve created a constraint by ( selecting each joint with it’s corresponding joint ) → (
parent + scale ). I applied this part from head till waist.
■ I created IK handle ( connecting the ankle joint with the hip joint ).
■ I’ve selected the joint of COG with the COG controller then I parented them together.
■ The pivot point of the foot controller had been to the ankle.
■ I’ve parented the leg’s IK with the foot controller.
■ I've selected the foot controller with the ankle bone then → constraint → orient.
■ After that I’ve selected the knees controllers with the leg’s IK → constraint → pole
vector.
4th. Set Driven Key :
5th. Binding Skin:
I’ve chosen the following options for binding ( joint hierarchy, geodesic voxel, classic linear, interactive, distance )…
6th. Paint Skin Weights:
When you select an influence to paint, the mesh displays color feedback (by default) in white and black.
you can also turn on Use color ramp under the Gradient heading to view weights in color.
6th. Animation :
1. key frame animation lets you transform objects or skeletons over time by setting keyframes.

2. Driven key animation lets you link and drive the attributes of one object with those of another object
by setting driven keys.

3. Auto Key, found beneath the Playback Controls, automatically sets keys on attributes every time you
change the current time and attribute value.
PROGRAMS I’VE USED
Autodesk Maya for modeling,
texturing, rigging, animation, lighting & Adobe Premiere Pro for video
rendering. editing.
LIGHTING
In general, these are the reasons to use lighting :

1. To improve the illumination of a scene.


The default illumination in viewports might not be bright enough, or it might not illuminate all faces of a complicated object.

2. To enhance a scene's realism through realistic lighting effects.

3. To enhance a scene's realism by having lights cast shadows.


PUBLISHING DETAILS
■ Target audience: mainly for females, there is no limit for the age.
■ When: I can publish my video any time.
■ Where: YouTube, social media (Facebook & WhatsApp), and websites, as a tutorial for human form
course, or to be a beginner as ballet dancer.
SCREENSHOTS
Thank you.

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