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Advanced and Experimental 3D Computer Animation Techniques

Week 14

This week’s task is to convert the previous blocking animation into a spline curve. The instructor used a classmate’s homework to make a demonstration, and I followed the following steps based on this:

-First check the root’s motion trajectory. I opened the root’s motion trajectory curve and started adjusting from the side view, then switched to the front view, adjusted the center of gravity, and finally checked the overall motion trajectory from the top.

-If some joints have abnormal rotation or jitter, you can turn on the filter in the curve editor. This can automatically filter out some problematic keyframes to ensure smooth motion.

-It is important to note that the movement of all joints and controllers should follow an arc trajectory to ensure the natural and smooth movement.

-During the adjustment process, you can select the large controller on the ground and hide the other parts to more clearly observe and correct the part you want to improve and eliminate unnecessary interference.

-When adjusting the foot movement, the motion curve of each foot should be observed from the side and front respectively. According to the reference material, there should also be corresponding rotation at the ankle.

-A small tip: a shortcut to copy and paste keyframes. First, select the number of frames you want to copy, click the middle mouse button, then place the mouse where you want to paste, press the middle mouse button again, and finally press the S key on the keyboard. This way you can quickly paste the desired keyframes.

Feedback

The upper body of the character needs to follow the movement from the root, so the movement of the head needs to be controlled so that it can rotate. Similarly, the hands also need to add follow-up movements to ensure that the movement of the entire upper body is more natural and smooth. When retouching, we need to pay special attention to these parts to ensure that their movement is coordinated with the overall movement. This can make the character’s movements look more realistic and vivid, improving the quality of the overall animation.

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