Tuesday, 18 January 2011

3D animation Tutorial

The construction of a 3D bouncing ball was the task on Tuesday. Having been given a rough outline of what this should encompass, I was pretty optimistic at my chances of constructing the animation by the end of the day. Mark Wickham was leading the session and guided us through each of the steps. I would say the most notable part of the whole process was the X,Y and Z movement graphs. By manipulating the ball rigging and placing key frames the ball will be automatically animated. But it is on those movement graphs where proverbial life is given to animation. By altering the depth of the graph, the steepness of the graph fall, etc. the ball’s speed will change dramatically. Furthermore when Squash and stretch is added into the equation, quickly the animation can form into a coherent piece. It is clear that computer animation is a much quicker and cleaner process than 2D animation but yet I would say artistic license is still intact. One person might prefer a quicker fall and a longer time on the ground while another might chose or a slower subtler speed. Same can be said about the squash and stretch. 3D animation encompasses all of the same levels of artistic expression, without as much effort. But personally I think I am still moving towards 2D animation when it comes to the original animation task. It would be much more hassle but I found it much more refreshing to work with 2D animating.

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