Learning Experience
During character animation I felt I learnt two new techniques to help me when using max studios and animating models. The first thing I learnt was how to use particles effectively. I used this when creating the characters Jetpack animation, which i feel looked realistic.
The second thing I learnt was how to use the CatBox. The CatBox was a new and quick way of animating when compared to Key Framming. The ability to create postures and then set weighting to make animations was a big time saver, and a lot more effective. This system was also beneficial as animating the bones without the skin allowed me to animate the character to have the correct movement.
I learnt more about how to look at characters in films and games and interpret there motives through there actions, for example a character who looks down a lot, moves slowly and has very slow movements can be seen to be shy. Where as a fast moving, pointy nosed character can be seen as a more evil and scary character.
The last thing I felt I learnt was how to give a character a personality. My character started as an evil man and grew into a more defined character as he is now. I feel I gave him a strong personality, being evil and a gadget lover, with a sense of intelligence and insanity.
Final thoughts on the Animation
I felt that the animation itself went well and gave the character a good atmosphere to project himself. I found myself laughing at the character in several parts, and could see how crazy I had made him. I felt that the character could have been more detailed with a mouth, but due to the Morpher issue it was impossible to do so.
Problems that Occurred
The major problem I had was that the animation grew to a length that was longer than I had anticipated, as well as having issues with the Morpher modifier. These problems were difficult to overcome, however I feel that the characters eyes and hand movements expressed the characters attitude and expressions well enough to replace the missing mouth animation.
What I would Change
If I was to animate the character again I would make sure all of the body parts where created separately, so that I could use the Morpher modifier along with the skin modifier. This would make animating easier and allow me to make more detailed character expressions.
I would also try to add more detail to the characters surrounding and lighting, as these were a low quality and made the animation look unrealistic.
In summery, I have enjoyed this module. I feel I have learnt a lot from it and have enjoyed my time working on my character. Bob will forever be remembered as my first character, and my favourite evil character.
3D Character Animation
Friday, 4 May 2012
Scene 8 and Rendering
Scene 8
In this scene the character stands up after having the Jetpack fly off without him, only to have it fly behind him later. This animation was used by KeyFraming and the CatBox animator again. This scene also featured the partical system again to create the Jetpack's flames.
After this was completed I put all of the scenes into Adobe Premire Pro and created the animation useing simple black and white fades. While doing this I found that my animation grew by around 15 seconds, but looked better then I believed it would. This was also the time to add the sound effects to the animation. These included the characters evil laugh, along with the jetpacks flamethrower sound effects.
All of the sounds used in the animation were used from SoundDogs.com and were free to use.
Character Understanding
This scene shows a shot of the Jetpack fling behind the character, and him rolling his eyes. This was to show that the character has given up with the gadget, and will move onto a new one.
In this scene the character stands up after having the Jetpack fly off without him, only to have it fly behind him later. This animation was used by KeyFraming and the CatBox animator again. This scene also featured the partical system again to create the Jetpack's flames.
After this was completed I put all of the scenes into Adobe Premire Pro and created the animation useing simple black and white fades. While doing this I found that my animation grew by around 15 seconds, but looked better then I believed it would. This was also the time to add the sound effects to the animation. These included the characters evil laugh, along with the jetpacks flamethrower sound effects.
All of the sounds used in the animation were used from SoundDogs.com and were free to use.
Character Understanding
This scene shows a shot of the Jetpack fling behind the character, and him rolling his eyes. This was to show that the character has given up with the gadget, and will move onto a new one.
Scene 7
Scene 7
This scene was made using keyFrames and the CatBox animator again. The main things that happen in this scene is the Jetpack takes off without the character, as well as the facial animations.
Character Understanding
I enjoyed doing this scene as I find the expression on the character amusing. The character shows signs of insanity and disbelief as his Jetpack takes of, leaving him behind. I feel that making his eye twitch gives him a sense of craziness and danger.
This scene was made using keyFrames and the CatBox animator again. The main things that happen in this scene is the Jetpack takes off without the character, as well as the facial animations.
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| Jetpack leaving the character |
Character Understanding
I enjoyed doing this scene as I find the expression on the character amusing. The character shows signs of insanity and disbelief as his Jetpack takes of, leaving him behind. I feel that making his eye twitch gives him a sense of craziness and danger.
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| Characters Eye Twitch |
Scene 6
Scene 6
The Jetpack fire was created using the "Partical SuperSpray" tool in Max Studios. The fire is created using a group of particles of which another group are created every frame and then giving force using the velocity tool. This gave a realist looking fire, and gave the animation a more realistic impression.
Character Understanding
This scene shows only the Jetpacks attributes, but leads on to show several different emotions from the character, including anger, fear and sadness.
The Jetpack fire was created using the "Partical SuperSpray" tool in Max Studios. The fire is created using a group of particles of which another group are created every frame and then giving force using the velocity tool. This gave a realist looking fire, and gave the animation a more realistic impression.
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| Character Jetpack starting |
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| Character Jetpack at full power |
Character Understanding
This scene shows only the Jetpacks attributes, but leads on to show several different emotions from the character, including anger, fear and sadness.
Scene 3 - 5
Scene 3 - 5
The animation for the eyes was created by Key Framing the scenes and then changing the properties. The button press was created by using the CatBox animation system, and Key Framming the button to shrink once pressed.
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| Character eyes after animating |
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| Character pushes down the Jetpack button |
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| Button before being pushed |
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| Button after being pushed |
Character Understanding
In the follow scenes the character shows more of a personality by making several facial expressions, as well as showing signs of being impatient and unimpressed. The characters eyes roll around his head to give the viewer the sense that hes annoyed when his gadget doesn't starts. The irratick mash of the Jetpack button then shows how impatient the character can be.
Scene 2
Scene 2
Scene two involved 3 cameras and a few different animations, mixed together through the CatBox system. The CatBox system works by creating animations and then saving them to layers. You can then increase the weighting on each individual layer to make the character play out that movement. If you want a mixed of the two animations you can simply blend the two layers together, by turning the weight up on both and create a complex animation in a short period of time. A notable way of telling the different layers apart is by the colour they give to each layer.
The cameras are used all at different times during the animation, to save time and space creating a seperate max file for each scene.
Character Understanding
In this scene the character is pulling the straps on his Jetpack, and then in the next scene, continues to press the button on his Jetpack. The animation is quick and gives the impression the character is in a rush to try his gadget.
Scene two involved 3 cameras and a few different animations, mixed together through the CatBox system. The CatBox system works by creating animations and then saving them to layers. You can then increase the weighting on each individual layer to make the character play out that movement. If you want a mixed of the two animations you can simply blend the two layers together, by turning the weight up on both and create a complex animation in a short period of time. A notable way of telling the different layers apart is by the colour they give to each layer.
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| Character with layer 1 animation |
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| Character with layer 2 animation |
Character Understanding
In this scene the character is pulling the straps on his Jetpack, and then in the next scene, continues to press the button on his Jetpack. The animation is quick and gives the impression the character is in a rush to try his gadget.
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