Categories
Advanced 3D Animation with Ting

WEEK 13

13

  • Creature Animation

Core Design Principles of Creature Animation

  • Creating creature animation is not simply a matter of imagination; it requires combining fantastical design with the physical laws of the real world:
    • Fantasy Grounded in Reality: The body structure of fantastical creatures often has corresponding prototypes in real-world animals. Animators need to study the mechanics of animals with similar body sizes and skeletal structures in reality to make the fantastical creatures appear realistic.
    • Weight and Scale:
      • Giant creatures (such as dragons and behemoths) typically move more slowly due to greater inertia, requiring longer cushioning and more pronounced antiticipation
      • Smaller creatures, on the other hand, move faster, more agilely, and with cleaner pauses
    • Anatomy and Skeletal Structure: Understanding whether an organism is a digitigrade (such as felines and canines, which walk on their toes), an unguligrade (such as horses and deer, which walk on their hooves), or a plantigrade (such as humans and bears, which walk on their paws) directly determines the flexion, extension, and movement arc of the leg joints.

Quadruped Gaits Analysis

  • Walk: The slowest quadruped gait. Asymmetrical, four-beat rhythm. Two or three feet are always on the ground, maintaining perfect balance.
  • Trot: A moderate-speed, symmetrical gait. Two diagonally opposite feet (e.g., left forelimb and right hindlimb) lift and land simultaneously, resulting in a rhythmic up-and-down bouncing motion.
  • Canter/Gallop:
    • Canter (Groove/Leap): An asymmetrical gait with a three-beat rhythm
    • Gallop (Full-Speed ​​Run): The fastest gait. The body cycles between extreme extension and extreme flexion, typically including a “suspension phase” where the entire body is airborne

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  • Dialogue Shot

I added shots and actions to the original version.

  • Q:
    • The body and face cannot be symmetrical.
    • When the head turns, the body will follow with a slight turn.

Modifications were made based on the original version.

  • Q:
    • The eyes move onto the object first, and then the head follows.

Fast Track: Update to the new version

  • Q:
    • How can I make my face look less stiff? Does it have to be perpendicular to the image?
    • The eye movements shouldn’t be too fast; there needs to be pauses.

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