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3D Character Animation

3D Character Animation – Animation Three

Animation Timeline

During the first two animations I had decided on a third that would work well, and that was a death animation. The animation would start with the character walking towards someone. The walking animation would be referenced by the same 100 ways to walk video from before but instead with the generic walk style rather than the second animation’s angry walk.

Parry, K. (2017) 100 ways to walk [Video]. Available at: https://youtu.be/HEoUhlesN9E?si=0GgyrKh7kYXTKTEy [Accessed: 25 April 2024].

The character would then go about getting shot three times, one in each shoulder and one in the chest with the first shoulder shot causing more of a reaction than the second and with the third causing the character to fall backward dead. The weapon the character’s being shot with I would originally thought to be a handgun but seems more like a shotgun now with the shoulder shots only having some pellets hit him whereas the chest shot having more of an impact.

Making the Animation

Other than the reference I gathered from YouTube, the rest I acted out myself as to get a grasp of the body movements of reacting to the shoulder gunshots. Though by the end of the rendering process I did notice that with the walking animation I forget to rotate the chest during the middle to the character’s right which was an error on my part.

With the first shot I made it so that the player stepped back in response to being surprised by the first shot therefore making it more impactful, making good use of secondary action.

For animating the fall of the character I only keyframed the hip moving first to get the arc of they will be falling to, after that the arms and legs were positioned in accordance as well of adding the body bounce a bit after hitting the ground.

Rendering

After finalising the animations I rendered them with Arnold Renderer with the following settings:

Afterwards, I input them into Adobe Premiere Pro 2023 to export them into a video then upload it to YouTube.

Conclusion

Though I have noticed some mistakes in the animations, especially in the first, I have seen progress made that has shown I’ve improved in terms of rigging, weight painting and animation. Though there isn’t much to reflect on that I haven’t already, I did notice that I could increase the fps to double the frames 16fps which ended up with a smoother quality of animation without making it too awkward, so I may consider trying that out when animating in the future for video games.

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